Kotose, the Silent Spider
4.0 This has a neat design. Kotose is effectively a 5-mana 4/4 that draws you a card – and generally a pretty meaningful one. Sure, it is a little dependent on what your opponent has, but they are bound to have something very useful – whether its some random creature or a removal spell or whatever. Tacking the “Lobotomy” effect on to this is kind of interesting, but won’t really matter very often in Limited, where duplicates are less common. Of course, if you steal their best removal spell from their graveyard, and exile another copy from their deck, it will feel pretty good!
Tempered in Solitude
3.0 This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Gloomshrieker
3.5 This is pretty good. It will set you up for a 2-for-1 most of the time, and the fact it has Menace even means it can be a little bit of a problem as an attacker. The one downside here is that sometimes you won’t really want to play this on turn three, because you don’t have a permanent in your graveyard. It is costed as more of an aggressive creature, but most of the time you probably won’t want to play this if you aren’t taking advantage of the ETB. The good news is, most of the time you’ll be able to.
Life of Toshiro Umezawa
4.0 Now, this is a Saga that turns into a creature! Chapters I and II are nice references to Umezawa’s Jitte, and once it transforms into a creature, it is a nice reference to Toshiro Umezawa. But even apart from the fun references, this card seems quite good. Chapters I and II give you options between the different modal Jitte effects, and they are pretty spicy. On some boards this will allow you to outright kill two creatures with the first two chapters – on boards where you can’t do that, this will often allow you to attack with a creature who couldn’t before – and on eboards where you can’t do either, gaining a few life isn’t a bad consolation prize, especially because it turns into a reasonable creature in the end.
Bronzeplate Boar
4.0 Early, this is a 3-mana 3/2 with Trample, a card that would often make the cut anyway – and then later in the game it can give +3/+2 and Trample to something else – that’s the kind of boost that makes virtually any creature into a threat.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 2: Dockside Chef
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Okiba Salvage
2.0 We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
Dockside Chef
3.0 The BR deck is really about sacrificing stuff, as it often is – and you’ll have plenty of expendable things to sacrifice for value with the Chief, and there are other sacrifice synergies around too! It seems like a one drop that can really net you some serious cards in the mid to late game.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Bloodfell Caves
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 3: Okiba Reckoner Raid
Webspinner Cuff
2.5 The usual 3-mana ¼ Reach spider we get tends to be a 1.5 or a 2.0. They aren’t great, but you end up playing them in grindier Green decks. Adding the additional Reconfigure upside here is nice, though not anything special.
Tempered in Solitude
3.0 This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Scoured Barrens
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 4: Selfless Samurai
Go-Shintai of Ancient Wars
3.5 A 3-mana 2/2 with First Strike is already pretty playable, especially in a format with lots of ways to modify creatures, and the fact you get to do some additional damage to the opponent or (more rarely) a planeswalker if you have spare mana lying around is pretty nice. Obviously it gets spicier if you have more Shrines around.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Norika Yamazaki, the Poet
3.0 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around.
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 6: Searchlight Companion
Go-Shintai of Lost Wisdom
2.5 This is the least impressive of all the Shrines. Milling is a tough win condition to do consistently in most formats, and that certainly looks to be the case here, and it also isn’t that easy to take advantage of it yourself in this format. So, unless you really get there on Shrines, this won’t do a whole lot for you. The others in this cycle are all pretty nice even if you have 0 other shrines, and that can’t really be said here. That said, it does have some things going for it – namely, that it is a two mana Flyer, which can help you set up Ninjutsu, and it also isn’t a bad place to put Equipment or countrers.
Acquisition Octopus
2.5 3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Storyweave
2.0 This is a really interesting design. The +1/+1 counter part of it can be a passable combat trick for sure, although the more powerful mode is assuredly the one where you accelerate your Saga and make a larger Enchantment creature. For pretty much every saga in the set, this will immeidatley make it into a creature with those two extra counters, and doing at Instant speed can let you ambush your opponent. Now, that use won’t always be possible – and as always we have to look at what this card will do on average – but I think it will do something nice with one of these modes often enough that it is at least a decent playable.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Discover the Impossible
1.5 This gives you some nice card selection, but most of the time you’re going to just be spinning your wheels – getting one card from casting it for three mana – and most of the time its just going to feel worse than Divination. If you’re not adding to the board, you’ve got to be getting something pretty significant out of this. The upside on cheap spells is nice, and will make it feel a little more efficient, but its still just one card. I think you’ll find yourself cutting this card more than you’ll play it.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Wind-Scarred Crag
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 9: Clawing Torment
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 10: Searchlight Companion
Okiba Salvage
2.0 We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Bloodfell Caves
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 11: Scoured Barrens
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Scoured Barrens
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 12: Go-Shintai of Ancient Wars
Go-Shintai of Ancient Wars
3.5 A 3-mana 2/2 with First Strike is already pretty playable, especially in a format with lots of ways to modify creatures, and the fact you get to do some additional damage to the opponent or (more rarely) a planeswalker if you have spare mana lying around is pretty nice. Obviously it gets spicier if you have more Shrines around.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 14: Spell Pierce
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Lion Sash
4.5 This is very reminiscent of Scavenging Ooze, and that’s great company to keep. You won’t always have stuff to exile with it early, and it will definitely do a lot more work in the mid to late game – but in those situations it will really take over the game, especially because you have the ability to move it around to other creatures. I think this is a bomb, it will grow throughout the game and be a significant problem whether it is a creature or Equipment.
Go-Shintai of Hidden Cruelty
3.0 A 4-mana 2/2 with death touch is not a great statline, but obviously being able to pick off 1 toughness creatures when your opponent has one is definitely going to feel pretty huge, and there will be a decent number of them lying around. Once you get to where you can kill X/2s, though, is where this thing can really get silly. Like the other Shrines in this set, this card is perfectly fine even if its your only shrine, and I’m glad they designed them this way, as opposed to the way we’ve seen them in the past. Because yeah, the fail case of a 4-mana 2/2 that can trade with anything and pick off X/1s is a pretty good floor, while the ceiling is pretty amazing.
Sky-Blessed Samurai
3.0 Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Behold the Unspeakable
4.0 While it of course doesn’t add to the board immediately, Chapter One will make it a lot harder for you opponent to punish you for that being the case, so you are very likely to still be in a decent position by the time you untap and get Chapter II, which will either draw you FOUR cards, or let you scry 2 and draw 2 – both of those outcomes are pretty great. The creature it transforms into always won’t be that imposing - and in some cases it may not be able to stick around very, but it is likely to be able to do something at least, and I think that’s acceptable after what you got from Chapter II.
Prosperous Thief
3.5 This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Rugged Highlands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 2: Mirrorshell Crab
Covert Technician
2.5 The combat trigger that the Technician has is unfortunately quite narrow. If you aren’t augmenting it in some way, you’ll only be able to put 2 mana or less Artifacts into play with it, and while you’ll probably have some of those in Blue, there aren’t so many that you will consistently be able to actually put something into play with it. Especially if you aren’t drawing extra cards. It is still a 3-mana 2/4 with upside, and being an Artifact And a Ninja is useful too.
Patchwork Automaton
3.5 I think this is pretty good. Obviously you need a lot of Artifacts, but there are plenty of those in this format. Ward 2 makes it so it is pretty hard for your opponent to deal with it when it is still small, and as it gets larger there will be fewer things that can deal with it – and generally the tax from Ward 2 will always make it feel a lot less bad when it does die. If this comes down early, it will get huge.
Colossal Skyturtle
3.5 This has three pretty nice modes! If you get it late and cast it as a creature, its big enough that it can close out a game, and Ward 2 provides it a bit of protection. UG is the color pair that has the most channel in it, and the Skyturtle does a pretty good of making tha clear with its two channel abilities – and they are both abilities that do a thing that might let you get back a card with Channel. Even absent that channel synergy, the fact that you can use this to get back any card from your graveyard, or to bounce a permanent is pretty nice. For most stuff with channel, if you chopped the card up, each card individually wouldn’t be that impressive, but because this card basically has three very different modes, the flexibility is well worth it.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Thirst for Knowledge
3.0 Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
The Fall of Lord Konda
2.5 When you have a target for Chapter I, this is going to feel pretty darn good. Unfortunately, Chapter II is practically meaningless, so the other two chapters really need to carry their weight. But yeah, if you hit something with Chapter I and then get Fragment of Konda two turns later, you’ll feel like you’re doing a pretty good job, as you’ll end up with 2 cards worth of value. However, when you can’t hit a thing with Chapter I, there is almost no reason to cast this, and that certainly hurts. This format does have lots of ways to modify creatures, so 4 power will probably show up reasonably often, but probably still not often enough for this to quite do the job consistently enough to be anything more than a 2.5. If you get a hit with Chapter I, it will feel like a 3.5 – if you don’t, it’ll feel like a 1.0 at best, so there’s a pretty big chasm there.
Orochi Merge-Keeper
3.0 This can accelerate your mana, and when it gets modified it can do it even more quickly! Being able to play your 4 mana cards a turn earlier than your opponent is pretty nice! Mana dorks do of course always have the downside of being pretty mediocre in the later part of the game, but the upside they give you early tends to make them pretty nice.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Intercessor's Arrest
3.5 This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Blossoming Sands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 4: The Long Reach of Night
The Long Reach of Night
2.5 I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Historian's Wisdom
2.0 This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
Hotshot Mechanic
3.0 So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Wind-Scarred Crag
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 6: The Modern Age
Thirst for Knowledge
3.0 Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
Enormous Energy Blade
1.0 The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 7: Virus Beetle
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Tranquil Cove
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 9: Go-Shintai of Hidden Cruelty
Go-Shintai of Hidden Cruelty
3.0 A 4-mana 2/2 with death touch is not a great statline, but obviously being able to pick off 1 toughness creatures when your opponent has one is definitely going to feel pretty huge, and there will be a decent number of them lying around. Once you get to where you can kill X/2s, though, is where this thing can really get silly. Like the other Shrines in this set, this card is perfectly fine even if its your only shrine, and I’m glad they designed them this way, as opposed to the way we’ve seen them in the past. Because yeah, the fail case of a 4-mana 2/2 that can trade with anything and pick off X/1s is a pretty good floor, while the ceiling is pretty amazing.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Rugged Highlands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 10: Fade into Antiquity
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Thirst for Knowledge
3.0 Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Blossoming Sands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 12: Dokuchi Shadow-Walker
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Wind-Scarred Crag
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 14: Dismal Backwater
Thirst for Knowledge
3.0 Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Tatsunari, Toad Rider
4.5 This 3-mana 3/3 has a ton of upside. If you can manage to cast an Enchantment you’re going to end up with 6/6 worth of stats that is very difficult to block, and that even drains your opponent when you play Enchantments! It is definitely kind of a build around, as it really needs Enchantments to excel, but because it has such a reasonable baseline you can even play this in a deck with only one Enchantment and feel pretty good about it. And..this set has a lot of Enchantments, so getting enough of them in your deck isn’t a very big ask.
Mech Hangar
3.0 This looks like a nice utility land. It will mostly only tap for colorless, but the ability to crew a Vehicle for three mana is quite nice in a format that has a ton of Vehicles. I can accept the fact that this might hurt my mana base a little bit for that kind of upside. And hey, sometimes it may even help you splash a Vehicle or something.
Futurist Operative
2.5 This has a pretty neat design! It is a 4-mana ¾ when untapped, and an unblockable 1/1 when tapped. Coming with the ability to untap is pretty nice too! Even if we’re just talking about the Agent, you can choose to untap it after your opponent doesn’t block, which means they take 3 now, and you have a ¾ blocker during their turn. One of the big applications of this card, though, will be setting up your Ninjutsu. It does cost 4, which is certainly pricy to recast, but the fact that you know this will get past blockers means you can really find a nice way to utilize ninjutsu with it. Now, there are some downsides too – if you don’t plan on untapping it, it is incredibly vulnerable, dying to virtually everything in the set. It also only attacks for one, which is pretty dismal for a 4 drop.
Twinshot Sniper
4.0 This is very good. Even without Channel, this would be an excellent card, as it will let you add a decent body to the board while taking down an opposing creature. Going after the opponent's face is really nice upside too. But, then you add Channel to the mix, and you make a far more flexible card. I mean, most of the time you’ll want to cast this because of the 2-for-1 potential, but sometimes you’ll have to fire this off as a straight up removal spell for less mana.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Master's Rebuke
3.0 We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Kami's Flare
3.5 Two mana to do 3 is always premium, so also doing 2 to the opponent sometimes is pretty nice. This is one of Red’s best Commons.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 2: Inventive Iteration
Inventive Iteration
4.0 This Saga impacts the board immediately with Chapter I, which is great – because many in this set do not! Bouncing a thing for four mana isn’t a great deal of course, but you get to do it up front before generating some very real value with the next two chapters, both of which give you an entire card’s worth of value. Whether you get an Artifact back or draw a card, chapter II is going to feel pretty good, and chapter III gives you a pretty nice 3/3 Flyer. Now…you probably shouldn’t expect the creature’s ability to do something consistently, but that’s fine, since you have a decent Flyer – and on the occasions when you do limit what your opponent can play, it will feel downright nasty!
Silver-Fur Master
4.0 This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
Jukai Naturalist
3.5 A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
Moonsnare Specialist
3.5 This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 3: The Modern Age
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Jukai Trainee
2.0 They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Moonsnare Specialist
3.5 This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Go-Shintai of Shared Purpose
3.5 I like that the shrines this time around are creatures, as it is a lot easier to get value of them, and that’s certainly the case here. A 4-mana ⅓ with Vigilance that lets you pay one to make a 1/1 during your end step is a card that I would always be pretty happy with in Limited. Sure, the stat-line isn’t impressive, but cranking out a 1/1 every now and then is pretty nice. If you combine this with some of the other shrines, it is going to get particularly silly. It is probably ideal to wait to play this until you can use its ability in the same turn, that way you got something that added to the board either way. The stat-line does hold it back a bit, but I think this still might be something you take with a pretty high pick.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Replication Specialist
4.0 A 5-mana ¾ with Flying is kind of an alright rate, and the upside this gives you is pretty nice. You won’t always be able to pay 1U to make a copy, but when you can this is going to do some absurd things for your board.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Tatsunari, Toad Rider
4.5 This 3-mana 3/3 has a ton of upside. If you can manage to cast an Enchantment you’re going to end up with 6/6 worth of stats that is very difficult to block, and that even drains your opponent when you play Enchantments! It is definitely kind of a build around, as it really needs Enchantments to excel, but because it has such a reasonable baseline you can even play this in a deck with only one Enchantment and feel pretty good about it. And..this set has a lot of Enchantments, so getting enough of them in your deck isn’t a very big ask.
Dokuchi Silencer
3.5 This looks pretty good. If you ninjutsu it in, you’ll always have a card to discard to the effect. It sort of makes it a Bone Splinters on a stick, which is pretty good overall. Obviously, if it is able to get in more than once, it can really wreck the opposing board. Turning random creatures in hand to removal spells will usually be worth it.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Leech Gauntlet
3.0 A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Go-Shintai of Lost Wisdom
2.5 This is the least impressive of all the Shrines. Milling is a tough win condition to do consistently in most formats, and that certainly looks to be the case here, and it also isn’t that easy to take advantage of it yourself in this format. So, unless you really get there on Shrines, this won’t do a whole lot for you. The others in this cycle are all pretty nice even if you have 0 other shrines, and that can’t really be said here. That said, it does have some things going for it – namely, that it is a two mana Flyer, which can help you set up Ninjutsu, and it also isn’t a bad place to put Equipment or countrers.
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Futurist Operative
2.5 This has a pretty neat design! It is a 4-mana ¾ when untapped, and an unblockable 1/1 when tapped. Coming with the ability to untap is pretty nice too! Even if we’re just talking about the Agent, you can choose to untap it after your opponent doesn’t block, which means they take 3 now, and you have a ¾ blocker during their turn. One of the big applications of this card, though, will be setting up your Ninjutsu. It does cost 4, which is certainly pricy to recast, but the fact that you know this will get past blockers means you can really find a nice way to utilize ninjutsu with it. Now, there are some downsides too – if you don’t plan on untapping it, it is incredibly vulnerable, dying to virtually everything in the set. It also only attacks for one, which is pretty dismal for a 4 drop.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 10: Dokuchi Shadow-Walker
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 11: Simian Sling
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.