Howlpack Piper
3.5 This type of “Elvish Piper” card is one of the easiest for people to overrate. This is because its easy to imagine just paying two mana and slamming something massive on the board -- and yeah, it will do that sometimes! But you’d be surprised how often the ability just doesn’t matter -- it basically becomes unimportant as early as the mid-game, unless you have some really expensive card. It is at its best if you use the ability on your turn 5 to play a 6 or 7 mana card, but in Limited it isn’t like you’ll have lots of those. When you draw something like this late, its just a very inefficient creature. Once this transforms though, the ability is way better, as it lets you actually draw cards, which at that point is far better than trying to cheat creatures into play. So, if you can shift back and forth and keep drawing creatures, you can also potentially get something massive to cheat into play with the Human side, which is pretty neat -- though, as I said, it may not be all that important to do that by that part of the game. Basically, I really dislike the front of this card in about 90% of situations, and I really like the werewolf side.
Vampires' Vengeance
2.5 Doing 2 to the whole board can be pretty nice, and obviously if you’re a deck with lots of vampires, you can make this fairly one-sided. Of course, the downside is that your opponent might have vampires too, in which case this won’t feel too good, but I still think you’ll basically always play the first copy of this in a BR deck in the format. It will be able to kill enough creatures, and the fail case of making Blood isn’t too bad. I don’t think its anything special, though.
Thirst for Discovery
3.0 3 mana to draw 3 at instant speed and discard a land is a pretty good deal, and in some decks in this format, discarding nonlands will also be beneficial. It doesn’t impact the board of course, and you don’t want to jam too many cards like that into your deck, but I think this looks pretty good overall, and would value the first copy fairly high.
Cloaked Cadet
3.5 This looks really strong. It has a pretty bad starting rate, but the stats it has work really well with training, because it will likely get a counter and likely become a ⅗ when you attack with it, netting you a card. Because it then has 5 toughness, it is going to be hard to take down in combat, and even if they do, you’re probably getting a 2-for-1. And that’s without taking into account having other ways to put counters on stuff.
Heron of Hope
2.5 This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Pack 1 Pick 2: Gryffwing Cavalry
Oakshade Stalker
3.0 So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Whispering Wizard
4.0 The trigger here is quite strong, even if you only get it going once a turn, as those Spirits can really cause a lot of problems to your opponent. Stapling them to every non-creature spell is really nice. I can see this being good in UR spells or UW Auras, as both of those decks will be casting a significant number of non-creature spells.
Gryffwing Cavalry
3.5 A 4-mana 2/2 Flyer isn’t that impressive, but the fact it can bring a creature to the sky with it increases your chances of being able to trigger Training, and this thing will just keep getting bigger, while bringing other creatures into the sky, which sounds pretty good.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Heron of Hope
2.5 This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
Parish-Blade Trainee
2.5 This will get bigger relatively easy since it starts with one power. One kind of awkward thing about it, though, is the fact that if you play this as your two drop, it almost definitely won’t be growing on turn three. It is nice that it pays you off for counter stuff more generally too, but this seems pretty awkward to curve out with, and I think that hurts its grade a little.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Pack 1 Pick 3: Reclusive Taxidermist
Reclusive Taxidermist
3.5 Look, you would always play a two mana ½ that can add mana of any color -- that’s just great fixing and nice ramp, especially early! So the fact it gets bigger in the later part of the game is just upside on something that is already quite nice.
Sigardian Paladin
3.5 This is another great signpost Uncommon. It has a baseline of being a 4-mana 4/4, and brings all kinds of amazing additional value. The one bummer about the card is it doesn’t also bring a +1/+1 counter along with it, but there are so many of them in this format that it will really do some serious work.
Bloodtithe Harvester
3.5 This is a very nice signpost Uncommon, that tells you BR is all about Blood tokens. This is a super efficient creature that brings one of those Blood tokens along with it -- and if that’s where this card ended -- a two mana 3/2 that gives you a Blood -- you would be pretty happy to play that! But it also comes with the ability to become a removal spell once you amass enough Blood. So yeah, gives you Blood, good Blood payoff, good stats. This is a signpost that you should be willing to go after pretty aggressively
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Drogskol Infantry
3.0 This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Pack 1 Pick 4: Sporeback Wolf
Bride's Gown
1.5 Two to play and two to equip for +2/+0 is a sort of decent rate. It enables attacks you didn’t have before, although not raising toughness isn’t something I love, since it generally means your creature won’t have a better chance of surviving combat. We’ve seen Equipment with the same cost and boost before, and they are usually not that good. However, with Training a pretty big mechanic in White, I do think you end up playing this as your 23rd or 24th card a decent chunk of the time. And yeah, I know, it gets better if you pair it with Groom’s Finery, but they are both Uncommon so getting more than one copy of each isn’t ultra likely, and getting them both in play at the same time won’t happen a ton, though when it does it will be nice.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Piercing Light
2.5 This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Pack 1 Pick 5: Bramble Armor
Catapult Fodder
3.0 A 3-mana ⅕ is a pretty reasonable defensive creature, and defensive creatures are especially welcome in the BG color pair, which has all kinds of toughness payoffs -- including this card, which will transform once you have enough creatures with higher toughness than power, and once it does, it can start loading their bodies into catapults and launching them at your opponents face. The ⅕ helps you find time to get there, too. Outside of the BG deck this won’t be very good though.
Lunar Rejection
2.5 We’ve seen this card before without the werewolf hate side of things, and it was pretty solid. Bouncing a thing doesn’t usually give you a 1-or-1 trade, but because you draw a card, that’s what this amounts to, and you’re usually coming out ahead on tempo. Obviously, the Werewolf hosing upside will feel insane.
Vilespawn Spider
4.0 This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Blood Petal Celebrant
3.0 This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Pack 1 Pick 6: Flame-Blessed Bolt
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Honeymoon Hearse
2.5 This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Flame-Blessed Bolt
3.5 This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Pack 1 Pick 7: Nature's Embrace
Dawnhart Geist
2.5 This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Pack 1 Pick 8: Belligerent Guest
Diver Skaab
3.5 This has a nice Exploit trigger, as it lets you trade whatever you Sacrifice for a full card, while still adding a 5-mana ⅗ body to the board, and that’s going to do a whole lot to stabilize you or pull you ahead.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Pack 1 Pick 9: Weary Prisoner
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Pack 1 Pick 10: Sure Strike
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Pack 1 Pick 11: Snarling Wolf
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Pack 1 Pick 12: Sure Strike
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Pack 1 Pick 13: Dreadlight Monstrosity
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Pack 1 Pick 14: Steelclad Spirit
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Pack 2 Pick 1: Weary Prisoner
Stormcarved Coast
3.0 As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
Bloodsworn Squire
2.5 So, the front side of this would be a kind of playable card already, as being able to threaten indestructibility is a pretty big deal, and makes it hard for your opponent to interact with it. Mana AND a card is pretty real cost, though. Transforming this won’t be the easiest thing in the world, especially because a lot of the time, holding on to a creature in your hand will be worth way more than using this thing’s ability and trying to transform it. However, by the late game, it is likely to transform and be a pretty decent size, while still having that indestructible ability.
Geistlight Snare
1.5 I’m always a bit skeptical of counter magic in Limited. This is a bad mana leak a big chunk of the time, and sometimes it will cost two or one, which will obviously feel much better, but you still have to hold it up at the right time for it to do its thing, and it has waning value as the game goes on and players have more mana.
Vilespawn Spider
4.0 This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Pack 2 Pick 2: Flourishing Hunter
Innocent Traveler
3.0 You start out with a creature that is terrible on the vanilla test, but it can transform into a creature that does quite well on the vanilla test. The only way it won’t transform is if your opponent is willing to give up creatures, and that’s a pretty real cost. Sure, the first couple of times they may have some expendable stuff, but it will ultimately become a pretty real problem. Now, the downside is that your opponent may be able to hold off it off long enough so that a 3/3 Flyer isn’t a big deal or something, but the fact is that it still whittled away the opponent’s board a bit, and that’s not bad value to have on your 4-mana 3/3 Flyer. It is definitely kind of rough the turn you play it, since it’s such a terrible blocker, but by your upkeep I think you’ll be reasonably happy with its performance.
Lunar Rejection
2.5 We’ve seen this card before without the werewolf hate side of things, and it was pretty solid. Bouncing a thing doesn’t usually give you a 1-or-1 trade, but because you draw a card, that’s what this amounts to, and you’re usually coming out ahead on tempo. Obviously, the Werewolf hosing upside will feel insane.
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Gift of Fangs
3.0 So, this is basically Dead Weight that has both Vampire upside, and downside, depending on what you’re trying to do. If you really need to kill an opposing vampire, it will be pretty frustrating that this can’t do it – but +2/+2 on one of your vampires for only one mana is pretty nice upside on Dead Weight. Dead Weight is normally a 3.0, and I think this will still end up there. It kills a whole lot of things efficiently, after all.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Desperate Farmer
2.5 This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Pack 2 Pick 3: Hungry Ridgewolf
Ancient Lumberknot
2.5 This is effectively a 4-mana 4/4 when its in combat, and it buffs all of your other high toughness creatures, which is neat, and you’ll have a decent number of those in BG. Still, this doens’t seem like the kind of signpost that you go after aggressively, it just doesn’t seem like it does quite enough on its own for that to be the case.
Laid to Rest
1.0 // 4.0 This is mostly here for the GW deck, which is all about Humans and +1/+1 counters, and in that deck, this is going to be a pretty serious value engine. Drawing cards and gaining life is really going to enable you to grind out wins. Sure, costing 4 and not adding to the board is kind of a big deal, but the good news is that while it may not actually add something to the board, it does alter the board, in the sense that your opponent now has to deal with the fact that if they attack you, you can threaten to gain life and draw cards. This is definitely a build around, but I think its one that has a high enough ceiling that you may want to consider taking it early.
Markov Retribution
3.5 This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Pack 2 Pick 4: Parish-Blade Trainee
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Blood Petal Celebrant
3.0 This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Parish-Blade Trainee
2.5 This will get bigger relatively easy since it starts with one power. One kind of awkward thing about it, though, is the fact that if you play this as your two drop, it almost definitely won’t be growing on turn three. It is nice that it pays you off for counter stuff more generally too, but this seems pretty awkward to curve out with, and I think that hurts its grade a little.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Pack 2 Pick 5: Lightning Wolf
Markov Purifier
3.0 This is a nice signpost Uncommon that tells you BW is all about life gain, and its nice that on his own, he can gain you life thanks to lifelink, which means he can draw you cards. You won’t always be able to spend the mana of course, but once you reach a point in the game where you have the spare mana, this is going to be pretty powerful.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Pack 2 Pick 6: Spore Crawler
Geistlight Snare
1.5 I’m always a bit skeptical of counter magic in Limited. This is a bad mana leak a big chunk of the time, and sometimes it will cost two or one, which will obviously feel much better, but you still have to hold it up at the right time for it to do its thing, and it has waning value as the game goes on and players have more mana.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Spore Crawler
3.0 I like this. It doesn’t do anything fancy, but it has 2-for-1 written all over it, and I always like Commons that can produce those easily.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Traveling Minister
1.5 This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 2 Pick 7: Hookhand Mariner
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Pack 2 Pick 8: Fearful Villager
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 2 Pick 9: Bramble Armor
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Pack 2 Pick 10: Moldgraf Millipede
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Pack 2 Pick 11: Massive Might
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 2 Pick 12: Cartographer's Survey
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Pack 2 Pick 13: Massive Might
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Pack 2 Pick 14: Massive Might
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 3 Pick 1: Halana and Alena, Partners
Halana and Alena, Partners
5.0 This is very nice. A 4-mana ⅔ with First Strike and Reach is probably already something you’d play a decent chunk of the time, and the other part of the card is very strong. At worst, you can give two +1/+1 counters and Haste to another creature every single combat, and that’s the kind of boost that will drastically alter attacks every single turn. It also means that you can get value out of the card immediately, provided you play it in your precombat main phase and already have a creature in play. This means that even if your opponent takes the Partners down, they are leaving behind a ton of value! So yeah, I think this does enough to get into the lower tier of bomb range. Sure, they are sort of easy to kill, but the value you get from them immediately really offsets that, and left unchecked they will break the game wide open.
Runebound Wolf
3.0 This looks pretty nice as a bear with pretty relevant upside. Even on its own, its ability does 1 damage to your opponent, and while that isn’t remotely efficient, it is nice that it does a thing even if its all alone. As long as you are doing 2 or more with this, the damage will become a huge factor in the later part of the game. This looks to me like it has a very real upside and a pretty reasonable floor. You’ll almost always play this in Red decks, and in some of them it will be one of your best cards.
Wedding Security
3.5 This is quite the Blood payoff! Even if you can only trigger it once, chances are you’ll feel pretty good, as this will be a 5/5 that gets you a 2-for-1 pretty easily, and if you have more blood and he can attack more, he’ll really be doing it. It is likely that most Black decks find 3-5 ways to make Blood, so I don’t really think he needs a build around -- I think you can just take him pretty early, especially because the ceiling on the card is really high.
Bloodsworn Squire
2.5 So, the front side of this would be a kind of playable card already, as being able to threaten indestructibility is a pretty big deal, and makes it hard for your opponent to interact with it. Mana AND a card is pretty real cost, though. Transforming this won’t be the easiest thing in the world, especially because a lot of the time, holding on to a creature in your hand will be worth way more than using this thing’s ability and trying to transform it. However, by the late game, it is likely to transform and be a pretty decent size, while still having that indestructible ability.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Pack 3 Pick 2: Howling Moon
Howling Moon
1.0 // 3.5 You pretty much need to be in a Werewolf deck for this to be worth it, because the other pat of the card won’t produce tokens often enough. It is especially bad to get this in the later part of the game when players are struggling to find spells to cast in the first place! But yeah, if you have enough Wolves and Werewolves, this card is fairly appealing, as +2/+2 to one of them every turn is sure to make your attacks a lot better, and getting that free wolf token from time to time will just be nice extra value. I do think this needs a build around though.
Child of the Pack
3.5 A 4-mana 2/5 that can crank out 2/2s is a nice mana sink, and it actually combos pretty well with itself, since you can just choose to use that ability rather than cast spells, and that allows you to still add to the board while getting to transform the Child into its werewolf form, which will be making that same token into a 3/2 -- and pumping your whole board in generally is pretty nice!
Bloodtithe Harvester
3.5 This is a very nice signpost Uncommon, that tells you BR is all about Blood tokens. This is a super efficient creature that brings one of those Blood tokens along with it -- and if that’s where this card ended -- a two mana 3/2 that gives you a Blood -- you would be pretty happy to play that! But it also comes with the ability to become a removal spell once you amass enough Blood. So yeah, gives you Blood, good Blood payoff, good stats. This is a signpost that you should be willing to go after pretty aggressively
Lantern of the Lost
1.5 This does a real good job hating on the graveyard, and it also replaces itself with its activated ability. While this format feels a little less graveyard centric than Midnight Hunt -- after all, there’s no Flashback here -- graveyards are still a big enough deal in this format that I think you’ll main deck this sometimes. Because it replaces itself, the cost of doing so isn’t massive. I still think in an ideal world, you’re not playing it in your main deck though, as you’d rather have some other cards that have incidental graveyard hate than a card that only hates on graveyards. It will be the best in the UR deck, as it will trigger all your non-creature stuff and replace itself, which is exactly what that deck wants.
Gift of Fangs
3.0 So, this is basically Dead Weight that has both Vampire upside, and downside, depending on what you’re trying to do. If you really need to kill an opposing vampire, it will be pretty frustrating that this can’t do it – but +2/+2 on one of your vampires for only one mana is pretty nice upside on Dead Weight. Dead Weight is normally a 3.0, and I think this will still end up there. It kills a whole lot of things efficiently, after all.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Pack 3 Pick 3: Foreboding Statue
Change of Fortune
1.0 The idea here is to use a bunch of blood tokens and other discard effects and then cast this, I guess. If you can do that, it will certainly feel pretty good, since the cards you discard as a result of Change of Fortune will also draw you a few cards. So, say you have 3 cards in your hand and 5 mana, you can sacrifice two blood tokens, then cast this, and draw 5 cards. That’s not too bad, but I don’t feel like its great either. You’re not normally going to be netting very many cards without significant set up, and in fact you’ll be going down a card most of the time. It is basically just the world’s biggest rummage effect most of the time. Seems a little too tricky to make it work in Limited.
Foreboding Statue
3.5 This is basically a way better version of Mystic Skull from the last set. Both are cards that fix your mana and then turn into creatures, but the Statue is way, way better on the front! For one thing its a creature, and for another it doesn’t just filter your mana -- it actually ramps you too. Then, once it transforms, it becomes a pretty imposing creature that still fixes your mana. This looks like a nice card that all but the most aggressive of decks would play and take fairly highly.
Sawblade Slinger
2.5 A 4-mana 4/3 is a 1.0 or 1.5- these days, and the Slinger has a couple of narrow abilities that will sometimes give you a 2-for-1. The Fight part is the most exciting, but he won’t always have a Zombie to fight. The same is true for Artifacts. There’s a few nice ones around, but not really enough that this will always have a thing to hit. That said, I don’t think this is a sideboard card. It has a reasonable baseline already and will be able to do a thing often enough with the ETB trigger that you’ll definitely play the first of these in most Green decks.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Sigarda's Imprisonment
3.0 This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Pack 3 Pick 4: Packsong Pup
Packsong Pup
3.0 This is the kind of Werewolf payoff that Midnight Hunt really needed! In a deck with Wolves and Werewolves, this will become quite large, and then give you pretty nice value if it dies. Now, it does take some set up, and it starts super fragile, so I’m not sure I want to be first picking it, but it is certainly a quality card for RG decks in the format.
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Piercing Light
2.5 This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Pack 3 Pick 5: Abrade
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Diregraf Scavenger
2.5 This looks decent. Death touchers do tend to get a little less impressive the more mana you spend on them, because the fact they can trade with anything is less attractive when they are trading down, but the ETB ability here definitely does enough to make up for that. Draining your opponent 2 life with this will be fairly commonplace, and that means you get to hate on the opposing graveyard while also triggering your life gain stuff, and you are adding a pretty obnoxious creature to the board at the same time.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Abrade
4.0 Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
Pack 3 Pick 6: Runebound Wolf
Runebound Wolf
3.0 This looks pretty nice as a bear with pretty relevant upside. Even on its own, its ability does 1 damage to your opponent, and while that isn’t remotely efficient, it is nice that it does a thing even if its all alone. As long as you are doing 2 or more with this, the damage will become a huge factor in the later part of the game. This looks to me like it has a very real upside and a pretty reasonable floor. You’ll almost always play this in Red decks, and in some of them it will be one of your best cards.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Blood Fountain
2.5 I always like to have one copy of the the Black card that gets you two creatures back from the graveyard, and that’s what we have here. For 5 mana you get those two creatures and a blood token, and that’s a pretty reasonable rate, especially because you’re paying it in two installments, and can pay the larger part at instant speed! You don’t normally want to overdo it with copies of this kind of card because they tend to not be great early, but this offsets that a bit since it does give you Blood before the other part of the card becomes useful. But yeah, getting two creatures back late can often give you what you need to win the game. I think the first copy of this is a 2.5, with diminishing returns after that.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Pack 3 Pick 7: Apprentice Sharpshooter
Blood Hypnotist
3.0 This looks pretty good to me. Sure, it can’t Block, but the fact it can make opposing things unable to block when you sacrifice Treasure is pretty big for aggressive decks. This can really be part of a pretty devastating curve out. Obviously, you need Blood, but if you’re in Red, you’ll have access to enough that this will be worth playing.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
Pack 3 Pick 8: Into the Night
Bride's Gown
1.5 Two to play and two to equip for +2/+0 is a sort of decent rate. It enables attacks you didn’t have before, although not raising toughness isn’t something I love, since it generally means your creature won’t have a better chance of surviving combat. We’ve seen Equipment with the same cost and boost before, and they are usually not that good. However, with Training a pretty big mechanic in White, I do think you end up playing this as your 23rd or 24th card a decent chunk of the time. And yeah, I know, it gets better if you pair it with Groom’s Finery, but they are both Uncommon so getting more than one copy of each isn’t ultra likely, and getting them both in play at the same time won’t happen a ton, though when it does it will be nice.
Into the Night
1.0 This doesn’t look very good to me. Sure, your werewolves get more impressive, but we saw in the last format that doing that isn’t that great, and 4 mana for that effect definitely is not worth it. I know it is accompanied by a rummage effect, but having enough cards in your hand to make that really worth it doesn’t seem very likely to me. It does replace itself effectively, but a 4 mana sorcery is still pretty ugly.
Traveling Minister
1.5 This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Pack 3 Pick 9: Hungry Ridgewolf
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Pack 3 Pick 10: Sure Strike
Lantern of the Lost
1.5 This does a real good job hating on the graveyard, and it also replaces itself with its activated ability. While this format feels a little less graveyard centric than Midnight Hunt -- after all, there’s no Flashback here -- graveyards are still a big enough deal in this format that I think you’ll main deck this sometimes. Because it replaces itself, the cost of doing so isn’t massive. I still think in an ideal world, you’re not playing it in your main deck though, as you’d rather have some other cards that have incidental graveyard hate than a card that only hates on graveyards. It will be the best in the UR deck, as it will trigger all your non-creature stuff and replace itself, which is exactly what that deck wants.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Pack 3 Pick 11: Hungry Ridgewolf
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Pack 3 Pick 12: Lightning Wolf
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Pack 3 Pick 13: Undying Malice
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Pack 3 Pick 14: Weary Prisoner
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.