Sublime Epiphany
4.5 Ok so, even with the bottom 3 options -- returning a nonland permanent, creating a token copy of a creature you control, and drawing a card, you’re looking at a super powerful card in Limited that will net you a 2-for-1 at least, and allow you to really disrupt your opponent -- you might bounce their best creature, and create a token copy to block one of their other creatures, for example. Then, you add the counter-magic aspect of the card into the mix and it gets even sillier! If you actually counter a spell with this AND do all that other stuff, you’re going to be getting at least a 3-for-1. Now, it is going to be tempting to be greedy with this, and hold on to it until you can counter something -- but it will often be optimal to just go for it when you have the bottom three options, so be ready to be flexible with this. Overall, I think this spell has such a massive impact on the game that I’m willing to consider it a bomb.
Kitesail Freebooter
3.0 This is a nice disruptive creature that also comes with some reasonable French Vanilla stats. Even though they get the creature back if they kill him, he will usually have disrupted their plan enough to really cause them problems, while also still getting traded for 1-for-1.
Shipwreck Dowser
3.5 A 5-mana 3/3 that returns an instant or sorcery to your hand is already a pretty good card -- it can help you get back a powerful removal spell while also having a large enough body to trade with something -- and that’s a 2-for-1.. Adding Prowess to the mix makes it even more appealing, since it can become a 4/4 pretty easily, and usually at Instant speed. Now, there is a downside here -- if your deck doesn’t have a decent number of spells, and you are just playing this as a 5-mana 3/3 that’s not going to feel too good. However, I don’t think it is a stretch to say most decks will have 4 or 5 instants or soceries, and if that’s the case you’re looking at a pretty good card.
Garruk's Uprising
1.5 // 3.5 This is definitely a build around, but a pretty good one. We have seen 3-mana Enchantments that draw you a card any time you play a power 4 or higher creature before -- this obviously blows that out of the water by having all sorts of other text. Drawing you a card when it comes down, provided you have the right creature in play, and giving trample to the whole board is a nice additional thing to add. That said, this will be very difficult to play in a deck that only has something like 3 creatures who have 4 or more power -- just giving trample to the whole board just won’t cut it -- you need to be drawing when it comes into play and/or a couple of times after it comes down, and even though this card is Green, I don’t think you’re guaranteed to pull that off.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 2: Read the Tides
Cultivate
3.0 This is a pretty classic ramp spell, and it is one I always like in Limited. This is because it also provides great fixing, potentially even enabling you to splash a double-colored card, since it can grab you two lands. This is definitely fixing you’re going to be on the look out for if it looks like you’re going to be a three colored deck, and even if you aren’t, there will be some decks interested in the ramp this can give you.
Riddleform
2.5 The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing. The question becomes: how many times does this have to become a Sphinx to be worth while? And I feel like the answer is: at least twice. And that is perfectly doable within a spells deck, but this card really isn’t going to be the kind of payoff that takes over games for you. It is just a solid payoff you’ll include in your deck.
Experimental Overload
4.0 There are a lot of good cheap spells in this format, and that makes this really easy to make work. Even if you just get a 2/2 out of it, you're likely to get a 2-for-1, and by the late game the token you make from this becomes a legitimate win condition. Getting back a removal spell and making a reasonably sized token is a surprisingly powerful turn!
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Finishing Blow
3.5 This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Frantic Inventory
0.5 // 3.0 I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Rain of Revelation
3.5 4 mana to draw 3 and discard one is a great rate, especially at instant speed. It can help you trigger Prowess on your creatures, or can help you activate effects that give you bonuses for drawing extra cards -- in addition to the fact that it just lets you dig pretty deep into your deck. Blue decks will pretty much always want one copy of this, and I think the first copy is actually something to go after pretty aggressively.
Experimental Overload
4.0 There are a lot of good cheap spells in this format, and that makes this really easy to make work. Even if you just get a 2/2 out of it, you're likely to get a 2-for-1, and by the late game the token you make from this becomes a legitimate win condition. Getting back a removal spell and making a reasonably sized token is a surprisingly powerful turn!
Selfless Savior
2.5 One-mana 1/1s are often not very good in Limited because their board presence is so negligible, and they quickly become irrelevant. This Dog comes with an extra ability that is pretty nice though. He can do a bad Mother of Runes impression, in that your opponent always has to contend with the fact that while the Dog is in play, it can be used to really mess up lots of things -- like combat and removal spells.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Hobblefiend
2.5 This guy can starts out reasonable and can get progressively larger throughout the game, something that pairs quite well with Trample. It is a very reasonable card for setting up sacrifice payoffs, since it can do it so cheaply.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Experimental Overload
4.0 There are a lot of good cheap spells in this format, and that makes this really easy to make work. Even if you just get a 2/2 out of it, you're likely to get a 2-for-1, and by the late game the token you make from this becomes a legitimate win condition. Getting back a removal spell and making a reasonably sized token is a surprisingly powerful turn!
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Siege Striker
2.5 So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers. But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own. Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better. However, sometimes you just need to send in one attacker, and this guy can do that for you.
Chandra's Pyreling
2.5 So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Angelic Ascension
2.0 People always overrate this kind of card. It can do a lot of stuff for sure -- you can use it to downgrade one of your opponent’s creature, or to upgrade one of yours -- the latter is more frequently going to be the plan, because a 4/4 Angel won’t be much of a downgrade most of the time. The ideal thing to do with this is going to be to use it at instant speed somehow -- either on a creature that is going to die to removal anyway, or in response to an opponent attacking, so you can turn your smaller creature into a 4/4 that can block more effectively. All that said, this kind of card pretty much always underperforms. It is exciting to think about turning your one drop into a 4/4 angel -- but you are effectively 2-for-1ing yourself to pull that off, which is a bit dangerous. It can win you the game if your opponent doesn’t have an answer, but if they do – you are going to be in trouble tempo-wise. This is just a solid playable, and not much more.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 6: Fetid Imp
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Sanctum of Calm Waters
1.0 // 3.0 This Sanctum is kind of passable if you don’t have other Sanctums – or at least that’s true if you’re in a reanimator or Teferi’s Tutelage deck, both of which like the repeatable draw effect. It obviously gets significantly better if you’re packing some other Sanctums.
Dire Fleet Warmonger
3.5 So, this really pushes you in the direction of being a sacrifice deck, and he is pretty great for sacrificing things. On the surface, a 3-mana 3/3 is a good deal, and the fact you can cash in a creature every turn to make him a 5/5 with trample means that he is imposing on many board states. This Sacrifice effect doesn’t cost any mana either, so it can be particularly devastating to steal your opponent’s creature before combat and then sacrifice it to the Warbringer.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 9: Revitalize
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 10: Anointed Chorister
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Pack 1 Pick 14: Staunch Shieldmate
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Terror of the Peaks
5.0 Well, this is a bomb. You can really tell because when you chop up the card, it is still really good. Take away any of the three abilities it has, and it would still be incredibly good! But it has all of them -- including a highly efficient evasive body, an effect that punishes opponents if they kill it, and the last ability which really pushes it into insane territory, which lets you turn every creature you play into a removal or burn spell. I like that even if they kill it before you get to untap and go crazy, they are at least taking 3 damage, too.
Pestilent Haze
1.5 This kind of card is usually not ultra impressive in Limited. It is hard to find situations where this really works -- you need it to impact your opponent’s side of the board more or it just isn’t worth it. And while the loyalty counters thing is a nice additional option, it won’t come up much in Limited.
Enthralling Hold
4.0 Mind Control effects are VERY strong, even situational ones. This is because they are effectively removal spells that add to your board. The fact it can only steal tapped creatures is a bit of a let down, since it means that your opponent will generally be getting one hit in with something before you can steal it -- and this being narrow certainly pushes it below “bomb” range. But even with that limitation, this effect is powerful enough that I want to first pick this most of the time when I see it.
Riddleform
2.5 The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing. The question becomes: how many times does this have to become a Sphinx to be worth while? And I feel like the answer is: at least twice. And that is perfectly doable within a spells deck, but this card really isn’t going to be the kind of payoff that takes over games for you. It is just a solid payoff you’ll include in your deck.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Grasp of Darkness
4.0 This is premium removal, it kills things really efficiently. The one downside is that it costs double Black, but if you’re playing a Black deck that isn’t much of a downside.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 2: Colossal Dreadmaw
Nine Lives
0.0 So, for 3-mana you get to prevent 8 separate instances of damage. I say 8, because when the 9th instance of damage happens, Nine Lives goes away and you lose the game. So the question is, how much time are you buying yourself by preventing eight sources of damage? It is a hard question to answer, and one that is highly dependent on what your opponent is doing. If they are an aggro deck, every single one of their creatures that hits you puts a counter on this. If they are a more controlly deck, this is probably more effective, because those decks have fewer creatures and thus fewer sources of damage. It is made stranger by the fact that – in a lot of ways – playing it early is not a good call. Generally, if this is in your hand, you’re going to need to take a lot of hits – get down low on life – before you play it, to take full advantage of what the card can do for you. This is weakened by the fact that there are a few cards in this set that cause a loss of life, instead of damage – too. This means if you DO go really low, there are a few cards that can STILL kill you, and that’s going to be a real bummer. I think overall, this just won’t do enough for you most of the time. It will buy you some time, but cards that do that are rarely worth it in Limited – it isn’t like you are going to combo off or something most of the time. Don’t play this.
Basri's Solidarity
2.0 This is very hit or miss. If you don’t have a good board state, it isn’t very good. If you have a decen board state, it is alright, and if you’ve gone really wide, it is hugely powerful. Obviously, White, and especially RW is going to be good at going wide, but cards that are sort of all or nothing like this often concern me. I like a card to at least have a reasonable fail case, and that isn’t what we have here, so that does limit it somewhat.
Pestilent Haze
1.5 This kind of card is usually not ultra impressive in Limited. It is hard to find situations where this really works -- you need it to impact your opponent’s side of the board more or it just isn’t worth it. And while the loyalty counters thing is a nice additional option, it won’t come up much in Limited.
Dire Fleet Warmonger
3.5 So, this really pushes you in the direction of being a sacrifice deck, and he is pretty great for sacrificing things. On the surface, a 3-mana 3/3 is a good deal, and the fact you can cash in a creature every turn to make him a 5/5 with trample means that he is imposing on many board states. This Sacrifice effect doesn’t cost any mana either, so it can be particularly devastating to steal your opponent’s creature before combat and then sacrifice it to the Warbringer.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Scorching Dragonfire
3.5 This is really efficient removal, and the exile clause is nice. This is definitely premium.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Goremand
3.5 This is a very efficient Flyer that comes with all kinds of upside! It has a little downside too, since you have to sacrifice a creature to cast it, but that is often worth it for a creature this imposing, especially because it subtracts from the opponents’ board too. Where it gets really nasty is in the reanimator deck, where you don’t end up actually sacrificing anything, and your opponent still does.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Furious Rise
1.0 // 3.5 This is a nice 4-power payoff. It effectively draws you an extra card every turn, and that’s the kind of advantage that will win you the game after you trigger it a few times -- it is just hard for your opponent to keep up with that. It is obviously a build around -- an aggressive Red deck that doesn’t have creatures with high power won’t play this, and it is unlikely a UR spells type deck would either -- this is mostly here for the RG deck, which is all about 4 or more power.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Hobblefiend
2.5 This guy can starts out reasonable and can get progressively larger throughout the game, something that pairs quite well with Trample. It is a very reasonable card for setting up sacrifice payoffs, since it can do it so cheaply.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 6: Read the Tides
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Tormod's Crypt
0.5 This isn’t usually worth it in Limited, as it can only do one thing. There IS a legit graveyard deck in this format, which makes it a reasonable sideboard card, but you should never put this in your main deck.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 7: Bad Deal
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 8: Tome Anima
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 10: Tome Anima
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Pack 2 Pick 14: Tormod's Crypt
Tormod's Crypt
0.5 This isn’t usually worth it in Limited, as it can only do one thing. There IS a legit graveyard deck in this format, which makes it a reasonable sideboard card, but you should never put this in your main deck.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Pack 2 Pick 15: Wishcoin Crab
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Pack 3 Pick 1: Rain of Revelation
Sporeweb Weaver
3.5 Just these stats and Reach would be a kind of okay card, but getting a 1/1 token and a life every time it is damaged is huge. Generally, given the stat-line here, that will mean when it blocks, and it basically bogs down the board to the point where basically only 4-power things can really attack you profitably, and that’s pretty much all on its own! Hexproof from Blue is some nice additional upside.
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Rain of Revelation
3.5 4 mana to draw 3 and discard one is a great rate, especially at instant speed. It can help you trigger Prowess on your creatures, or can help you activate effects that give you bonuses for drawing extra cards -- in addition to the fact that it just lets you dig pretty deep into your deck. Blue decks will pretty much always want one copy of this, and I think the first copy is actually something to go after pretty aggressively.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 2: Hunter's Edge
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Basri's Solidarity
2.0 This is very hit or miss. If you don’t have a good board state, it isn’t very good. If you have a decen board state, it is alright, and if you’ve gone really wide, it is hugely powerful. Obviously, White, and especially RW is going to be good at going wide, but cards that are sort of all or nothing like this often concern me. I like a card to at least have a reasonable fail case, and that isn’t what we have here, so that does limit it somewhat.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 3: Shipwreck Dowser
Alpine Houndmaster
3.5 I always like cards that pay you off for having other cards in your deck, or other copies of the card in your deck, and the Huntmaster definitely does. A two mana 2/2 that already has upside, which can potentially draw you 1-2 cards is quite nice. Now, the two creatures you can search up with it are definitely sub-par -- something that I think makes this card even more interesting -- but I still think it will be worth doing. We’ve seen 3-mana 2/2s that can search up other copies of itself turn out to be pretty nice in Limited, so I think this will work well too. Then, it is a payoff for going wide, since it raises its power whenever it attacks -- and obviously, searching up 1-2 cards helps you go wide too!
Shipwreck Dowser
3.5 A 5-mana 3/3 that returns an instant or sorcery to your hand is already a pretty good card -- it can help you get back a powerful removal spell while also having a large enough body to trade with something -- and that’s a 2-for-1.. Adding Prowess to the mix makes it even more appealing, since it can become a 4/4 pretty easily, and usually at Instant speed. Now, there is a downside here -- if your deck doesn’t have a decent number of spells, and you are just playing this as a 5-mana 3/3 that’s not going to feel too good. However, I don’t think it is a stretch to say most decks will have 4 or 5 instants or soceries, and if that’s the case you’re looking at a pretty good card.
Palladium Myr
3.0 The mana boost this gives you is really nice, and while that sort of thing tends to only matter in the early game, this format does have some mana sinks around that can keep it relevant for longer. It does die to pretty much everything, but if you can just tap it for mana once I don’t think you care.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Chandra's Magmutt
3.0 This has Grizzly Bear stats and the ability to do 1 to the opponent every turn, and that ability means that the Magemutt stays relevant all game long, after being a decent play on turn two. This will end up threatening a lot of extra damage on the opponent.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Havoc Jester
3.5 So, a 5-mana 5/5 is usually pretty solid in Limited, and this comes with some powerful upside -- letting you ping something every time you sacrifice a permanent. It does this without asking for an additional mana investment of any kind -- so, as we saw with Mayhem Devil in the past -- that is a very powerful ability. You have to end up with some sacrifice action going on, but if you’re in Black-Red especially that won’t be all that hard. On top of that, the floor here is just very reasonable, as it is an efficient creature.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Dire Fleet Warmonger
3.5 So, this really pushes you in the direction of being a sacrifice deck, and he is pretty great for sacrificing things. On the surface, a 3-mana 3/3 is a good deal, and the fact you can cash in a creature every turn to make him a 5/5 with trample means that he is imposing on many board states. This Sacrifice effect doesn’t cost any mana either, so it can be particularly devastating to steal your opponent’s creature before combat and then sacrifice it to the Warbringer.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 6: Colossal Dreadmaw
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 7: Cancel
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 10: Defiant Strike
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 11: Garruk's Gorehorn
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Pack 3 Pick 14: Run Afoul
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.