Lotus Cobra
4.0 Fixing and ramp is always nice, and the Cobra does both for you, in addition to its semi-reasonable body. If you haven’t had the pleasure of playing this Snake before, you’ll be amazed at how much value you can get out of the extra mana and fixing. It is still a vulnerable little guy, and certainly not a bomb -- but most of the time you see this, you’re going to take it.
Vastwood Surge
2.5 Some more fixing and ramp for Green that also triggers landfall a couple of times! 4-mana spells that search up two basics tend to be fine in Limited, assuming a format isn’t blistering fast, so adding the Kicker upside here is nice -- especially because it turns your board into a force to be reckoned with. Some ramp/fixing spells feel pretty useless in the late game when you already have a ton of man, and the Kicker here definitely makes this card matter than most.
Journey to Oblivion
4.0 If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
Silundi Vision
2.0 Like most of these, one side is kind of inefficient and narrow, while the other side is a land -- and while that might not sound too great, it is way better than it looks. And it isn’t like you need a ton of instants and sorceries to make the spell side worth it, top 6 cards is a lot -- you could have 4 or 5 and have this be a land with upside.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Pack 1 Pick 2: Journey to Oblivion
Moss-Pit Skeleton
3.5 If this was just a 2-mana 2/2 with kicker that allowed it to be a 5-mana 5/5 in the late game, it would be at least a C+. That might sound underwhelming if you haven’t played with Kicker before, but being able to be either of those reasonably efficient cards is very powerful. Then, you add in the fact that BG is all about +1/+1 counters, so this skeleton having counters when it is kicked matters extra, and THEN you also add in the fact that he is a +1/+1 counter payoff himself, and you have something even better.
Journey to Oblivion
4.0 If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
Zof Consumption
3.0 I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Roil Eruption
4.0 Two mana to do 3 to something is premium removal, even as a Sorcery. You’re just going to trade up with it a lot, and that feels great, and hey, sometimes you can go after your opponent and end the game that way. Obviously the kicked version of this is far from efficient, but it is really just upside tacked on to an already premium removal spell, and having a direct damage spell that can do 5 is going to end some games.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Pack 1 Pick 3: Scion of the Swarm
Scion of the Swarm
3.0 This is a decent payoff for the Cleric decks. It is expensive for what it starts as, and you will often find your opponent kills it for way less mana, but if it is left unchecked it can really take over the skies.
Sure-Footed Infiltrator
3.5 These sort of “infiltration” creatures that draw you a card when they do damage are just great, because they really snowball. The more cards you draw, the more likely you’ll be able to find a way to keep getting in with the creature. And, in this case -- the more likely you are to find Rogues who can make it unblockable.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Pack 1 Pick 4: Thwart the Grave
Thwart the Grave
4.0 Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
Beyeen Veil
2.5 The reason this type of effect isn’t great is because it doesn’t do anything, or does far too little way more often than it actually does do something. However, when that window does open, it can do some nasty stuff, like completely wreck combat for your opponent. But, if it is clear it isn’t going to be much use, you can play it as a land to get more mana, and maybe even trigger landfall.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Joraga Visionary
3.5 Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Pack 1 Pick 5: Canyon Jerboa
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Canyon Jerboa
3.5 Well, this seems like a strong uncommon. Sure, he’s a little guy who dies to a lot, but the potential of pumping your entire team multiple times should not be overlooked. You can even get around the danger of it dying before you get to trigger it, at least in the late game, by playing it, and playing a land to get the trigger right away. You do need some board state for this to really shine, but even just pumping 2-3 creatures +1/+1 on multiple turns is pretty awesome for the mana investment.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Blood Beckoning
2.0 Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 1 Pick 6: Kitesail Cleric
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 1 Pick 7: Kazuul's Fury
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Pack 1 Pick 8: Makindi Ox
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 1 Pick 9: Smite the Monstrous
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Pack 1 Pick 10: Guul Draz Mucklord
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 1 Pick 11: Utility Knife
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Pack 1 Pick 12: Dreadwurm
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Pack 1 Pick 13: Utility Knife
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 1 Pick 14: Sizzling Barrage
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 2 Pick 1: Myriad Construct
Myriad Construct
4.0 It is a 4-mana 4/4 that, sure, dies to any spell targeting it – but it makes 1/1s when that happens, so it is really more upside than it is downside. Additionally, the kicker on it will really matter in this format. With all the modal spell/lands this will end up making a 1/1 token at least most of the time you kick it, and sometimes it will be even sillier! Basically, no matter what your opponent does, this is going to leave something behind on the board, in addition to being a relatively efficient creature on top of that.
Spoils of Adventure
3.0 So, 6-mana to draw 3 and gain 3 at instant speed would actually already be a playable card in control decks. Now, it wouldn’t be more than something kind of mediocre, but still, that’s our base level here. I like expensive draw spells that gain you life, because they tend to mitigate against the big downside of using a whole turn to cast it, something that usually costs you life since your opponent will probably be attacking you. I really think once you have this down to 5 mana you’re in business, and anything less than that and it will get pretty silly.
Mind Carver
1.0 This can give a pretty big boost in the late game, but is incredibly mediocre early and expensive to equip. The Rogue decks just generally don’t need this, as they have way better payoffs and evasion.
Jwari Disruption
3.0 This seems pretty good. It isn’t that far from being Cancel -- a card with the same effect and cost of the Perturbation, but it has Cycling instead of a land on the other side, but what makes Cancel a nice card in Limited also makes this nice. Counterspells can be problematic in Limited because of the tempo hit you take by leaving mana up sometimes, and that gets even truer about a card like this -- which gets worse as the game goes on, since your opponent having that extra mana is likely. However, once you reach that point of the game, you can just play this as a land, and that is some nice upside.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Pack 2 Pick 2: Pelakka Predation
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Thundering Rebuke
4.0 This is premium removal. Two mana to do 4 is always a great rate – it is efficient enough that you can pretty much always trade up with it.
Pelakka Predation
2.5 The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Pack 2 Pick 3: Shepherd of Heroes
Grotag Night-Runner
2.5 The damage trigger here is nice, but with the stats it has, it really isn’t that easy to get in with it.
Makindi Stampede
2.5 The downside about a mass pump spell is generally that they don’t do anything too often. Well, when that’s the case, you can have this be a much-needed land. And you still get the upside of having a card that is awesome when you have a good board state.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Pack 2 Pick 4: Vanquish the Weak
Mind Carver
1.0 This can give a pretty big boost in the late game, but is incredibly mediocre early and expensive to equip. The Rogue decks just generally don’t need this, as they have way better payoffs and evasion.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Blood Beckoning
2.0 Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Canopy Baloth
2.5 This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
Vanquish the Weak
2.5 This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Pack 2 Pick 5: Kor Celebrant
Relic Vial
3.0 This is a great Cleric payoff, as it makes it very difficult for your opponent to race you. If you attack with a board full of clerics, this creates a nightmare situation. There are plenty of payoffs in this set for gaining life, and that’s what really puts the Vial over the edge.
Shadow Stinger
2.5 A ¼ with deathtouch is usually a pretty nice body -- it really prevents opponents from being able to swing with their ground creatures in many scenarios, and it attacks reasonably well too. This won’t always have it though, and overall isn’t that impressive. Yes, it mills some stuff, and the UB deck is certainly interested in doing that, but I think this card isn’t much more than solid, and if you can threaten death touch it will often get in for damage.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Pack 2 Pick 6: Malakir Blood-Priest
Demon's Disciple
2.0 This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 2 Pick 7: Malakir Blood-Priest
Relic Amulet
3.5 This doesn’t have to sacrifice to use its ability, so in a UR deck it often becomes a repeatable source of removal that is difficult for your opponent to overcome. It can be a bit slow, but this is great in those decks.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Pack 2 Pick 8: Mind Drain
Lithoform Blight
1.0 If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Pack 2 Pick 9: Dreadwurm
Mind Carver
1.0 This can give a pretty big boost in the late game, but is incredibly mediocre early and expensive to equip. The Rogue decks just generally don’t need this, as they have way better payoffs and evasion.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 2 Pick 10: Guul Draz Mucklord
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Pack 2 Pick 11: Guul Draz Mucklord
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Pack 2 Pick 12: Negate
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Pack 2 Pick 13: Makindi Ox
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Pack 2 Pick 14: Cleansing Wildfire
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 3 Pick 1: Malakir Blood-Priest
Valakut Exploration
3.5 I like this card a lot -- I always love these Red card advantage engines, and that’s what we have here. You won’t exactly be triggering it ever turn, but you will get landfall going often enough that it is going to really help you win games. One kind of cool thing about this version is that it doesn’t exile the cards forever -- you get them in your graveyard, and that might actually matter. The fact it does damage when you don’t cast things from Exile is nice too -- especially because if you hit a land off of this, you’re not going to be able to play it -- since you already triggered landfall, and thus have played your land for the turn. So basically, this does 1 damage to your opponent when you hit a land, and draws you a card when you hit anything else.
Demon's Disciple
2.0 This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
Brushfire Elemental
3.0 So, Red Green is all about aggressive landfall, as this signpost uncommon tells you. He will be a 3/3 on turns where you play a land -- which will usually at least include the first few turns after you play him, and there are various ways in this set to make him a 5/5 too, which is even scarier. Small creatures can’t block it either, and that’s an evasive ability that has overperformed every time we have seen it lately. It is hard to get over the fact that it is only a 1/1 though, that dies to pretty much everything – and in the late game it won’t be growing much either.
Umara Wizard
3.5 This is a creature when you are flooding out, and a land when you are mana screwed, and that’s really nice. The creature side here is actually a pretty reasonable card too, since it will have flying pretty frequently in a UR deck.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Pack 3 Pick 2: Nahiri's Binding
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Fireblade Charger
3.5 Woo boy, talk about an Equipment payoff! So, a one mana 1/1 that does 1 damage to something when it dies is passable. It provides a nice little creature that can trade up for X/2s, and really make your opponent rethinking attacking or blocking when they have a couple of X/1s. But this will get absolutely insane with equipment – or combat tricks for that matter. It is going to be doing 3+ damage with regularity in this format – there’s enough good Equipment around for that to be the case, and that means it will have Haste reasonably often too. Basically, it is good on turn one – and if you get in the late game and can give it some Equipment, it is going to be great.
Tangled Florahedron
3.5 This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Nahiri's Binding
4.0 This is basically arrest – it is a little harder to cast, but it can also go after planeswalkers. That upside won’t come up much, but that’s fine – having an Enchantment removal spell that can shut down just about everything about a creature is great. As awesome as Pacifism always is, it can sometimes be really frustrating that you can’t take away a powerful activated ability with it, and Binding does that!
Vanquish the Weak
2.5 This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
Pack 3 Pick 3: Shepherd of Heroes
Thwart the Grave
4.0 Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
Kabira Takedown
3.5 I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how your board is shaping up, you can just play it as a land.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Vanquish the Weak
2.5 This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Pack 3 Pick 4: Kabira Outrider
Iridescent Hornbeetle
3.5 This is a pretty sweet +1/+1 counter payoff. Keep in mind it gives you a creature token for each +1/+1 counter. We frequently see effects like this that only count instances of counters, but the Hornbeetle counts each counter individually, so it will be producing a nice little army for you. Now, it is important to remember that it isn’t a trigger that happens right away, it only triggers at the end of your turn, so players will be able to kill this before it spits out the tokens sometimes.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pack 3 Pick 5: Cliffhaven Sell-Sword
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Pack 3 Pick 6: Canyon Jerboa
Canyon Jerboa
3.5 Well, this seems like a strong uncommon. Sure, he’s a little guy who dies to a lot, but the potential of pumping your entire team multiple times should not be overlooked. You can even get around the danger of it dying before you get to trigger it, at least in the late game, by playing it, and playing a land to get the trigger right away. You do need some board state for this to really shine, but even just pumping 2-3 creatures +1/+1 on multiple turns is pretty awesome for the mana investment.
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 7: Angelheart Protector
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Pack 3 Pick 8: Marauding Blight-Priest
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Pack 3 Pick 9: Demon's Disciple
Demon's Disciple
2.0 This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Pack 3 Pick 10: Skyclave Sentinel
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 3 Pick 11: Makindi Ox
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Pack 3 Pick 12: Dreadwurm
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pack 3 Pick 13: Murasa Brute
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Pack 3 Pick 14: Shell Shield
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.