Blood on the Snow
4.5 If you have some snow mana around when you cast this, it is going to feel great! Even without snow mana, this is a board sweeper -- which is a pretty irreplaceable effect. Sure, some decks might not love to run it if they are the beat down, but having a card in your deck that just completely reshapes the board is worthwhile everywhere. There aren’t very many cards that can change a game so drastically. Now, one of the downsides of board sweepers -- especially a 6 mana one -- is that your opponent likely gets to add to the board first. But the Snow upside here helps make that less of an issue, since you get to reanimate something. Even with just two snow mana here, you’re going to be in good shape, and that isn’t a crazy thing to have by the time you have 6 mana. I think that makes this a bomb.
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Basalt Ravager
4.0 This is a 4-mana 4/2 that does 1 to something when it comes into play, even if it is all alone, and doing two with this isn’t far-fetched at all. 3+ might not be that common, but it will happen too. It is great that it can also hit players, as that is not something we always see on these red creatures with an ETB ability that damages something. I also love that it has high power, which means it can block and kill a whole lot of things, getting you that muc-needed 2-for-1. Typically, this will come down and add to your board while subtracting something from your opponents, and that type of creature is very good.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 1 Pick 2: Cosmos Elixir
Cosmos Elixir
4.5 This card is really well-positioned in this format. The two best decks are aggro and Snow, and it is good against both of them. Against aggro, the life gain can be too much for them to overcome, and against snow decks who don’t pressure you at all, you’re going to start drawing with it really quickly. Both of those scenarios usually lead to you winning.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 3: Jarl of the Forsaken
Ascent of the Worthy
0.5 This card is way too difficult to set up effectively, and you should mostly not play it.
Fearless Liberator
3.0 I like that this creature populates the board with its Boast ability. Now, it doesn’t do it efficiently, and frequently this 2/1 is going to die when it attacks, but having the option when it attacks to make a token is definitely not a bad thing. Also another great place to put equipment, +1/+1 counters, and Auras. If this attacks more than once, it will go a long way towards improving your chance of winning.
Battershield Warrior
3.0 That is a very nice boast effect. Obviously, a 3-mana 2/2 isn’t so good, but being able to give your whole board +1/+1 -- including itself -- is pretty nice. A lot of these Boast creatures have some serious threat of activation, and that is certainly an issue here if you are trying to block when someone attacks with this and some other creatures. There’s a good chance it will die after that first swing, but it and all of its friends will be much harder to block, so you’re probably coming out ahead in that exchange.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 4: Skemfar Shadowsage
Kolvori, God of Kinship
2.5 Both sides of this card love legendary creatures. And, the good news is, this set has a pretty strong legendary creatures sub-theme, with several appearing at uncommon. That said, it won’t be super easy to get enough legendary creatures to really take advantage of the god side of this card. Getting her to a 6/6 will be unlikely. But, her activated ability pays you off for just having a few legendary creatures at least, and she will be able to draw you a card with it sometimes even if you just have three in your whole deck, and taht’s acceptable since she is also a 4-mana 2/4. The other side of the card is less good in Limited. It is a two mana mana-rock, and that’s no joke -- even if it is limited to legendary spells and creatures of a specific type. It won’t always line up for you either -- both sides of this are a little dependent on your deck having just the right composition to really excel -- but I think that’s probably ok. She isn’t the most impressive God for Limited.
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 5: Axgard Braggart
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Aegar, the Freezing Flame
4.5 With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 6: Jarl of the Forsaken
Spectral Steel
2.0 A two mana aura that gives +2/+2 is alright, but not usually worth the risk. Auras put you at great risk of getting blown out by a 2-for-1, so for them to be worth it, they have to do something to mitigate that risk, and Spirit Blade does that. Once it is in your graveyard you can use it to get back an Aura or Equipment, meaning that it pays you back for the card that you gave up in using it. It also means that if it gets milled, it can give you some nice graveyard value. Now, the question really is -- how often will it be able to get something back? And I think the answer is -- sometimes, but not all the time. Still, this gives a nice boost, and is a great thing to put on your one drop – and then has some late game utility. That all seems solid to me.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 7: Goldvein Pick
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 1 Pick 8: Broken Wings
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Hailstorm Valkyrie
2.0 A 4-mana 2/2 with flying and trample is not good. By adding the ability to pump snow mana into this, you get something that is certainly better. Oftentimes your opponent will just have to take a hit from this because of the threat of activation of that ability. That said, being able to do it more than once in this format is far from a forgone conclusion, and because it has such a bad baseline, the upside doesn’t do enough to make it a whole lot better.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Pack 1 Pick 9: Goldvein Pick
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 1 Pick 10: Deathknell Berserker
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Pack 1 Pick 11: Dogged Pursuit
Ascent of the Worthy
0.5 This card is way too difficult to set up effectively, and you should mostly not play it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Pack 1 Pick 12: Invoke the Divine
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 1 Pick 13: Jaspera Sentinel
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Pack 1 Pick 14: Demonic Gifts
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Pack 1 Pick 15: Revitalize
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 2 Pick 1: Old-Growth Troll
Old-Growth Troll
4.0 So, this is sort of hard to cast on curve in Limited, but I think that’s ok -- 4/4 trampler is relevant for the entirety of most games, especially one that gives you some value when it dies. A lot of the time you probably won’t be particularly intereste din the ramp aspect of this troll, but you will absolutely be interested in basically turning one of your lands into a 4/4 with Trample. It isn’t exactly a 2-for-1, because you do end up giving up a land, but a 4/4 trampler is a huge upgrade over a land by the mid to late game especially.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Frost Augur
1.0 // 3.5 Drawing more cards than your opponent is a good way to win in Limited, and this little one drop can definitely enable that. You do need to have a decent chunk of Snow permanents to make it do its thing consistently, but I think 5-7 is probably enough that you run this -- even drawing once with it is great. It will certainly be possible in this set to end up with 10+ snow cards though, and when you do, that’s when you’ll be in business. It is pretty bad in a deck without that critical mass though, so keep that in mind.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 2: Righteous Valkyrie
Righteous Valkyrie
3.5 So, on stats alone – a 3-mana 2/4 flyer is a pretty good deal. It can attack and block reasonably well, and that’s not a bad place to start when you have a really full textbox! This Valkyrie’s ability to gain life will be reasonably easy to trigger, especially because it checks for two different creature types that appear within White instead of just one, like some cards in this set. Now, I don’t think it will be especially easy to get the +2/+2 to your whole board, but it won’t be impossible either. But hey, I’m fully on board with a 3-mana 2/4 with Flying that gains me some life, and having the remote chance of getting the +2/+2 going is some nice additional upside.
Valkyrie's Sword
3.0 This is part of a whole cycle of Equipment that lets you pay mana to make a creature for the Equipment to attach to. Overall here, you pay 7 mana to get a 6/5 with flying and Vigilance, which is an alright deal -- thought not a stellar one. But if you look at this as a 7-drop creature with a bunch of additional upside and flexibility, it does get a little better. Afterall, you can play it early if you need to -- though the cost of playing it and equipping it isn’t very pretty. I think ideally, you hold on to this until you can pay the extra mana, and then you get that large Angel who happens to leave behind some Equipment. It is really expensive to play this, but it does not seem like a bad top curve to me.
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Usher of the Fallen
3.0 One mana 2/1s aren’t normally as impressive in Limited as they are in constructed. They just end up trading 1-for-1 for the most part, and you really need a critical mass of really good aggressive cards to make them thrive, and that’s hard to do in Limited. Luckily for Usher of the Fallen, though, that isn’t all it is. It also comes with a pretty nice Boast effect, which makes a one-one token. That means that trading 1-for-1 with this is suddenly not too bad. If you play this on turn one, and attack into your opponents one or two drop on a later turn, you get to make a 1/1 token before the Usher goes down, and that’s not a bad deal. If you can get it to attack more than once, and have the extra mana for Boasting, it will be pretty nice. That said, the likely outcome with this will more often be what I first described -- one token out of the deal. And that’s not bad, but it isn’t incredible either.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 3: Bretagard Stronghold
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Runed Crown
3.0 You do need at least one Rune around to play this, but once you’re there, it is pretty nice because it searches up the Rune and draws you a card with that Runes ETB ability, and it also becomes a much better equipment once you do that, and usually paying 2 to Equip it feels fine once it has a Rune.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Woodland Chasm
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 4: Bound in Gold
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 5: Iron Verdict
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 6: Horizon Seeker
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Pack 2 Pick 7: Deathknell Berserker
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Rune of Speed
2.5 The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Pack 2 Pick 8: Masked Vandal
Vega, the Watcher
3.5 Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Pack 2 Pick 9: Starnheim Courser
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Pack 2 Pick 10: Masked Vandal
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 11: Withercrown
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Pack 2 Pick 12: Funeral Longboat
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Pack 2 Pick 13: Revitalize
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 2 Pick 14: Dread Rider
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Pack 2 Pick 15: Karfell Kennel-Master
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Pack 3 Pick 1: Tergrid, God of Fright
Tergrid, God of Fright
4.0 So, both sides of this seem like they have their place. The god side really needs your deck to have the right composition to really take advantage. Not all Black decks will have enough sacrifice or discard effects to actually utilize that part of her text, but she is a 5-mana ⅘ with Menace at worst, so she has a very reasonable floor. Even if you just have like two ways to take advantage of that text, she would be pretty nice. Worth noting, too, that because Sagas technically “sacrifice” after their last Chapter, she can steal those for you. The Lantern side, on the other hand, needs a little bit less effort to be built around, but it is more situational. Basically, it just pressures your opponent by making them give up a permanent or life, and that type of effect can sometimes be really bad -- like if your opponent is significantly ahead of you. If you’re well ahead of your opponent, the Lantern side will likely be better at helping you finish off your opponent, especially because, if you have enough mana lying around, you can use the ability more than once a turn! Basically, Tergrid is better in the early going most of the time, and the Lantern is better late – and having the flexibility of a card that is good at both of those times is pretty nice.
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Littjara Glade-Warden
3.0 It is definitely a bit of a bummer that you can only use this ability at sorcery speed, but turning creatures in the graveyard into value in the late game is pretty nice. Two +1/+1 counters can make a significant difference on many board states. And in addition to that, it is also a changeling, so tribal synergies will make it better too. It does start out as a Hill Giant, but the ability is good enough to overcome that mediocre performance on the vanilla test.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Rimewood Falls
3.0 Good Snow land. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs.
Pack 3 Pick 2: Bound in Gold
Boreal Outrider
4.0 This seems like a really good snow payoff. On a base level, you have a 3-mana 3/2 that is a snow permanent, which isn’t a bad place to start -- but the fact that this will pump all of your creatures equal to the number of snow mana spent on them is no joke. Even if you only have one way to produce snow mana, having a couple creatures enter the battlefield with an additional counter each is a great return on the 3 mana that you spent. Keep in mind, that the Outrider triggers when the creature is cast, and that means that it won’t do its thing for itself -- just other creature spells. Over all, this seems really strong to me, as you will usually end up with more than one snow land lying around -- if you have two, it will really well...snowball.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 3 Pick 3: Starnheim Courser
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Immersturm Skullcairn
3.0 I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 4: Raise the Draugr
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 3 Pick 5: Great Hall of Starnheim
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 6: Axgard Braggart
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Gnottvold Slumbermound
3.5 Blowing up lands in this format is bigger than normal because of snow lands and this cycle, and being able to make a 4/4 at instant speed is pretty nice too.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 7: Broken Wings
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Pack 3 Pick 8: Withercrown
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 9: Withercrown
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Pack 3 Pick 10: Elderleaf Mentor
Boreal Outrider
4.0 This seems like a really good snow payoff. On a base level, you have a 3-mana 3/2 that is a snow permanent, which isn’t a bad place to start -- but the fact that this will pump all of your creatures equal to the number of snow mana spent on them is no joke. Even if you only have one way to produce snow mana, having a couple creatures enter the battlefield with an additional counter each is a great return on the 3 mana that you spent. Keep in mind, that the Outrider triggers when the creature is cast, and that means that it won’t do its thing for itself -- just other creature spells. Over all, this seems really strong to me, as you will usually end up with more than one snow land lying around -- if you have two, it will really well...snowball.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Pack 3 Pick 11: Infernal Pet
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Immersturm Skullcairn
3.0 I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Pack 3 Pick 12: Skemfar Elderhall
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Pack 3 Pick 13: Duskwielder
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Pack 3 Pick 14: Raiders' Karve
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Pack 3 Pick 15: Guardian Gladewalker
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.