Endless Detour
3.5 This card has a lot of different modes, and I like that. You can use it to bounce an opposing spell or permanent back to the library. Keep in mind that when its worded like this, the controller of the permanent is who makes the decision, but either way – when you are putting a card back on top or bottom of a library, you’re actually trading 1-for-1, unlike when you put something back in your opponent’s hand. Those are the modes you probably choose the most, but you can also do some things to benefit yourself, of course. The most obvious is putting a card back on top of your library that you really want to get back. That isn’t great in terms of value, because you use up a card for only card selection, but the fact that it is an available option is upside on a card that’s already pretty good. You can also rebuy ETB abilities and the like, but again – putting the thing on top of your library is a pretty big cost. Mostly, you’ll use this as removal or a counterspell.
Whack
3.5 Without a White target, this is not a great removal spell. A sorcery for 4 that gives -4/-4 just isn’t a great rate. It is definitely fine, though. And it gets a massive upgrade against a White creature – as obviously a single Black mana to give -4/-4 to something is crazy! Because this set will have so many three color decks, you can definitely expect to see White targets reasonably often.
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Raffine's Silencer
3.0 This can often be a 3-mana 2/2 that gives -2/-2 to something when it dies, and that’s the kind of thing that can generate a 2-for-1. Even if it is only a 1/1 that loots once you’re getting a decent deal. It gets a lot better if you have other ways to pump it, but even on its own you end up with a decent card.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Pack 1 Pick 2: Raffine's Informant
Ballroom Brawlers
3.5 A 5 mana ⅗ isn't great, but it gets lifelink or first strike when it attacks and gives the keyword to another creature, and that's definitely the kind of creature that drastically upgrades your board, at least on offense.
Rocco, Cabaretti Caterer
3.5 This is a neat design. The main idea here is that you get to trigger Alliance twice when you cast Rocco, but being able to search up some stuff is pretty sweet. I mean, if you pay 4 and get a 3/1 and a 1/1, you’re doing pretty well, and things pretty much scale from there. Paying almost anything for X is going to feel good, though make sure you have something to search up. You won’t always at one, for example. The rest of the mana values are probably going to be easier to make work.
Tainted Indulgence
3.0 In the early game, this is two mana to draw two and discard one, and if you do a good job of loading up your graveyard with different mana values, it becomes a two mana draw two. Like I’ve said about all of these cards that check for five mana values in the graveyard – it will be doable, but not super easy to get them going early.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Murder
4.0 Murder at Common! As usual, it is premium removal you always want. It can’t be splashed, which is a bit of a bummer, but it is still worth a high pick. I’m giving it a 4
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Botanical Plaza
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
Caldaia Strongarm
2.5 This looks like a solid Common. Cast the normal way, it gives you a 5-mana ⅘ – which isn’t great, but that’s the fail case of the card. It can do a lot more than that! You can of course put the counters on another creature, and that can add some significant additional damage to the board immediately. And if adding as much damage to the board as quickly as possible is your thing, you can Blitz this, which lets you ad ⅘ worth of stats to the board for only 4 mana, and then you get to draw a card to replace it! You’ll often be able to get close to a card of value out of it when you do Blitz it, so that’s not a bad deal, especially because it makes sure to leave something on the board even once it sacrifices itself.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
Pack 1 Pick 3: Strangle
Rogues' Gallery
2.5 I think most Black decks in the format will have enough creatures of different colors to be interested in the first copy of this. Getting two things back with it is solid, and if you can get 3+ it will be downright insane! The format has plenty of graveyard action to enable it to. I think I like valuing the first copy of this at a 2.5, though you don’t really want more than that first copy.
Crew Captain
2.5 This is going to be pretty scary the turn it comes down, as the combination of Haste, indestructibility, and 4 power means there won’t always be a good way to stop this. That said, there are a lot of tokens in the format that can just chump this, and there will be plenty of times where just taking 4 isn’t going to hurt your opponent that much. It does stick around as a 4/2 – and that’s nice – but I’m not super impressed with this. If you play it on turn three it will feel pretty good, but the more developed your opponents board is, the less impressive it becomes. You’ll play it when you’re all three of these colors of course, but it definitely isn’t the kind of thing that really pulls you in that direction.
Strangle
4.0 This is a strictly worse Lightning Bolt – since it is a Sorcery and can’t hit players – but it is still incredible value for only a single Red mana, and its certainly premium removal. You’ll trade up with this a ton.
Snooping Newsie
3.0 This seems solid. Early it is a decent creature that loads your graveyard, and in the later game it becomes a 3/3 lifelinker, something that has an impact on most boards. I do think it will be a little challenging to get it going, but the set seems to have enough ways to load the graveyard that it will be doable.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Security Bypass
1.0 Unblockable when attacking alone + the ability to Connive every time you hit the opponent is kind of decent for the cost, but I don’t feel like its worth the inherent risk of playing an Aura. Connive isn’t quite worth a card after you do it once, though, and that means if your opponent can deal with whatever you put this on before you do it a second time, you’re ending up way behind. So, in the end, this feels like an Aura that won’t quite do enough to be worth the risk. Even if you’re discarding things for value, I’m skeptical.
Girder Goons
2.5 Neither mode with this is great, but both are fine. A 5-mana 4/4 that leaves behind a 2/2 can definitely generate a 2-for-1, and if you Blitz this you not only get to draw a card when it dies, you also add to the board.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Pack 1 Pick 4: Riveteers Decoy
Riveteers Decoy
3.0 A two mana 3/1 with decent upside is basically always playable, and this comes with two! First, it has to be blocked, which means it can create problems for your opponent in combat. Second, it has Blitz, which means it can come out of nowhere and force your opponent to block it instead of something they want to block more, and sometimes it will feel a bit like a removal spell.
Freelance Muscle
3.0 This will often get a boost when it attacks or blocks, but it has some pretty bad base-stats and it doesn’t have any evasion or anything else. It will get huge sometimes, but there will certainly be times where you play this and it just doesn’t get enough of a boost to be relevant.
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Echo Inspector
3.0 This looks like a quality common. A 4-mana ⅔ Flyer that looted on ETB would be pretty alright to begin with, but Connive is looting with some pretty legit upside. You either get a 4-mana ¾ and discard a nonland, or its a ⅔ that gives you that loot. Either outcome is nice.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Snooping Newsie
3.0 This seems solid. Early it is a decent creature that loads your graveyard, and in the later game it becomes a 3/3 lifelinker, something that has an impact on most boards. I do think it will be a little challenging to get it going, but the set seems to have enough ways to load the graveyard that it will be doable.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
Pack 1 Pick 5: Raffine's Informant
Crew Captain
2.5 This is going to be pretty scary the turn it comes down, as the combination of Haste, indestructibility, and 4 power means there won’t always be a good way to stop this. That said, there are a lot of tokens in the format that can just chump this, and there will be plenty of times where just taking 4 isn’t going to hurt your opponent that much. It does stick around as a 4/2 – and that’s nice – but I’m not super impressed with this. If you play it on turn three it will feel pretty good, but the more developed your opponents board is, the less impressive it becomes. You’ll play it when you’re all three of these colors of course, but it definitely isn’t the kind of thing that really pulls you in that direction.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Pack 1 Pick 6: Light 'Em Up
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Run Out of Town
3.0 This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Revel Ruiner
2.0 This seems solid. A 4-mana 4/2 with Menace is a decent enough card, and this can be that if you want it to be most of the time. The alternative of this helping you throw away an unwanted land for a fresh card, and giving you a 3/1 menace seems solid too.
Join the Maestros
2.5 This seems like a solid Common. Without Casualty it is pretty ugly, but if you have some decent fodder to sacrifice, getting two 4/3 bodies is pretty good for the cost.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Fake Your Own Death
1.5 I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Pack 1 Pick 7: For the Family
Out of the Way
3.0 Even without the Green discount, Out of the Way would be a pretty solid card. 4 to bounce a nonland permanent and draw a card is a card we’ve seen several times and its always nice. It might be a bit harder to get a tempo advantage when paying 4 for a bounce, but the fact it replaces itself makes up for that, and the times where this only costs two it will feel completely absurd. And the good news is that lots of opponents will have Green permanents in a set that is so focused on three color shards.
Rogues' Gallery
2.5 I think most Black decks in the format will have enough creatures of different colors to be interested in the first copy of this. Getting two things back with it is solid, and if you can get 3+ it will be downright insane! The format has plenty of graveyard action to enable it to. I think I like valuing the first copy of this at a 2.5, though you don’t really want more than that first copy.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Pack 1 Pick 8: Riveteers Overlook
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Mayhem Patrol
2.5 This looks like a solid Common. On its own, it is basically a two mana 2/2 with Menace, but the fact it can lend that power boost to other creatures is pretty nice, and the Blitz upside is fine too. It won’t generally be too long before it can’t attack any more, so just Blitzing it when you draw it in that situation is nice.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Pack 1 Pick 9: Civic Gardener
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 1 Pick 10: Caldaia Strongarm
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Botanical Plaza
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Caldaia Strongarm
2.5 This looks like a solid Common. Cast the normal way, it gives you a 5-mana ⅘ – which isn’t great, but that’s the fail case of the card. It can do a lot more than that! You can of course put the counters on another creature, and that can add some significant additional damage to the board immediately. And if adding as much damage to the board as quickly as possible is your thing, you can Blitz this, which lets you ad ⅘ worth of stats to the board for only 4 mana, and then you get to draw a card to replace it! You’ll often be able to get close to a card of value out of it when you do Blitz it, so that’s not a bad deal, especially because it makes sure to leave something on the board even once it sacrifices itself.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
Pack 1 Pick 11: Attended Socialite
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Pack 1 Pick 12: Goldhound
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Pack 1 Pick 13: Capenna Express
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Pack 1 Pick 14: Fake Your Own Death
Fake Your Own Death
1.5 I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Pack 2 Pick 1: Raffine, Scheming Seer
Raffine, Scheming Seer
4.5 A 3-mana ¼ with Ward 1 is a decent starting point, and this has a pretty powerful effect. I’d be pretty happy if all it did was loot, but the Connive mechanic lets you loot and gives you the option of cashing in nonlands you might have for immediate value in the form of +1/+1 counters. And if you’re attacking with enough stuff, you could end up with a lot of counters – and even just one seems pretty nice. Playing this on turn three is going to be pretty tough to beat, though keep in mind even in a format with good mana like this one, doing that consistently isn’t always going to be doable. It does have a pretty big impact all game long too, though if you’re in a situation where you can’t attack it will be a bit of a bummer.
Illicit Shipment
1.0 This is an interesting take on a tutor. Most tutors, especially those that cost FIVE mana are pretty terrible in Limited. You have to play this thing on your turn and not add to the board at all in most cases, and even if you have something awesome to search up, you severely decrease your chances of winning as soon as you choose to do that. Basically, you end up breaking even on cards and not doing so well on mana when you cast this. Now, once you throw Casualty into the mix, you’re paying 5 to draw TWO of the best cards in your deck, and that’s certainly better. But the Casualty here is a little steep at 3, and you’re still spending a lot of mana and just spinning your wheels until your next turn. I’m tempted to just give this a 0.0, but I think if you can do Casualty often enough with it, its probably a 1.0 or 1.5.
Riveteers Requisitioner
3.0 It is easy enough to get a decent trade with your 3/1, and that will feel pretty good when you get a Treasure when it dies. The Blitz option is also really appealing, since you pay 3 mana, get a 3/1 that dies at the end of the turn, get a treasure, and draw a card when that creature dies. So yeah, both sides of this seem like a quality card
Whack
3.5 Without a White target, this is not a great removal spell. A sorcery for 4 that gives -4/-4 just isn’t a great rate. It is definitely fine, though. And it gets a massive upgrade against a White creature – as obviously a single Black mana to give -4/-4 to something is crazy! Because this set will have so many three color decks, you can definitely expect to see White targets reasonably often.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Civil Servant
3.0 This has above rate stats, and it looks like there are enough Citizens in this set to make those stats even more impressive for a fairly low cost. This isn’t really the Citizen payoff you’re hoping for, but it does seem like a pretty nice Common for that deck.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 2 Pick 2: Buy Your Silence
Courier's Briefcase
2.5 Two mana for a 1/1 and a Treasure is a pretty good deal, and this set should have enough fixing that you manage to produce 5 colors on occasion, especially in the Red-Green treasure deck.
Ballroom Brawlers
3.5 A 5 mana ⅗ isn't great, but it gets lifelink or first strike when it attacks and gives the keyword to another creature, and that's definitely the kind of creature that drastically upgrades your board, at least on offense.
Obscura Charm
3.5 This is another very nice charm. You’ll most frequently choose the removal option, but if you happen to have the mana up for this at the right time the fact it can be a counterspell is pretty nice too, especially because you can leave the mana up and choose any of these three effects, so you won’t ever get burned if your opponent plays around it. The reanimation effect is fairly restrictive, but this set has enough multicolored cards that it will work reasonably often.
Fake Your Own Death
1.5 I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Run Out of Town
3.0 This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Mayhem Patrol
2.5 This looks like a solid Common. On its own, it is basically a two mana 2/2 with Menace, but the fact it can lend that power boost to other creatures is pretty nice, and the Blitz upside is fine too. It won’t generally be too long before it can’t attack any more, so just Blitzing it when you draw it in that situation is nice.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
Pack 2 Pick 3: Brokers Charm
Ziatora's Envoy
4.5 This is really good. It has above rate stats and at worst will draw you a card when it damages the opponent. It can also let you put a land directly into play or – best of all, cast something for free! And sure, a 4 toughness creature isn’t often going to survive attacking by the time it comes down, but it doesn’t really need to – it is going to get you a 2-for-1 in most cases. The fact it has Blitz is nice too, because sometimes you’ll just really want to send this in and get the free card, and your opponents shields are way more likely to be down when you Blitz this in. You end up getting a card from the top in one way or another, getting in for some damage, and drawing a card when the Envoy dies. Obviously if it can attack more than once, you’re just going to win.
Forge Boss
3.0 You are going to be sacrificing enough creatures in BR for this to chip in for at least 2 damage most games, and sometimes it will get way more out of hand than that. It has passable stats too.
Brokers Charm
3.5 The first mode on this is a nice removal spell, even if it is a little bit situational – and also a little dangerous if you try to use it when your opponent has mana up. Its also nice that this lets you have a real card in your deck that can also hate on Enchantments, or even be an instant speed divination.
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Pack 2 Pick 4: Xander's Lounge
Xander's Lounge
3.0 These all offer really great fixing for a set with three color factions, and adding Cycling to the mix is actually a pretty big deal, because it means if you’re flooding late, this is a land you can just throw away. The fact they all have three land types also provides for some additional upside.
Rocco, Cabaretti Caterer
3.5 This is a neat design. The main idea here is that you get to trigger Alliance twice when you cast Rocco, but being able to search up some stuff is pretty sweet. I mean, if you pay 4 and get a 3/1 and a 1/1, you’re doing pretty well, and things pretty much scale from there. Paying almost anything for X is going to feel good, though make sure you have something to search up. You won’t always at one, for example. The rest of the mana values are probably going to be easier to make work.
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Security Bypass
1.0 Unblockable when attacking alone + the ability to Connive every time you hit the opponent is kind of decent for the cost, but I don’t feel like its worth the inherent risk of playing an Aura. Connive isn’t quite worth a card after you do it once, though, and that means if your opponent can deal with whatever you put this on before you do it a second time, you’re ending up way behind. So, in the end, this feels like an Aura that won’t quite do enough to be worth the risk. Even if you’re discarding things for value, I’m skeptical.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Pack 2 Pick 5: Prizefight
Public Enemy
0.0 This doesn’t look very good to me. The idea is that you put this on your creature and force your opponent to attack you. Sometimes that will actually do something, but it won’t do anything real far too often. If your opponent already wants to attack it doesn’t really matter, and if they don’t have something you can actually kill in combat it is also useless. It does eventually replace itself, but there’s just too much that can go wrong with this card.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Psionic Snoop
1.5 This isn’t especially good. It is either a 3-mana ¼ that you discard a nonland card to, or a 3-mana 0/3 that lets you throw a land away for - hopefully - a real card. Neither of those things are bad, but it is far from impressive. If you can flash it in to kill an X/1 it will feel a lot better, and that will happen sometimes, but there will be enough times where it is just a glorified blocker that I’m not super interested in this.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Pack 2 Pick 6: Illuminator Virtuoso
Involuntary Employment
1.0 // 3.5 This looks really well positioned in this format. Usually, Threaten effects aren’t something you’re that into, because they only have a temporary effect on the board that your opponent can often just ignore. They basically only do something if they let you do lethal the turn you cast it. However, in formats where there is a sacrifice theme, Threaten effects get a big upgrade, and that’s certainly the case here. The Maestros have a Sacrifice mechanic as their thing, and Black-Red in particular is very into sacrificing stuff. Once you have that going on, you can steal a thing, attack your opponent with it, and then sacrifice it for value, and that can be utterly backbreaking. This does cost 4 upfront, which is a bit steep – but it gives you a treasure back, which should help you do whatever you need to to sacrifice the creature that you steal. So yeah, this is definitely a build around – it is a 1.0 in your typical Red deck, but its probably at least a 3.5 in Cabaretti and Black-Red, and I wouldn’t be super surprised to see it overperform here. The fact they put this effect at Uncommon kind of tells me they knew it would be a little too good at Common, where we often see this type of card.
Illuminator Virtuoso
3.0 A two mana 1/1 with Double Strike is already pretty decent, so adding Connive to the mix is pretty sweet. Now, actually trigger the Connive on this card isn’t the easiest thing in the world, since your typical deck doesn’t really run that many ways to target its own stuff, but this is obviously a pretty nice payoff for playing some tricks.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 2 Pick 7: Lagrella, the Magpie
Lagrella, the Magpie
4.0 They did not do a great job of templating this card so its sort of confusing, but basically it is a creature that can come into play and exile one creature your opponent controls and one creature you control. So, it is a Banisher Priest with some additional upside. You don’t have to do both, you can do one or the other if you want to. Normally, when a creature like this dies it only benefits your opponent, but because you can get a creature back – and with +1/+1 counters – when Lagrella dies, that changes things up a bit. Now, it won’t always be wise to exile your own thing with her, but if it is immobilized by an Aura, or has lost a necessary shield counter, or is a small creature with a good enter the battlefield ability, it can be worth doing. This seems really god overall.
Stimulus Package
3.5 This seems pretty nice. It can ramp and fix for you, and the ability to turn all your tokens into creatures is pretty nice, especially because of the Alliance and Casualty mechanics. It is definitely a little slow, but you can add to the board right away with it if you want to by giving up those treasures. Red-Green seems to have a lot of treasure nonsense going on, so I don’t think this needs a buildaround grade.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Midnight Assassin
2.5 As a deathtoucher, this can trade with anything – and Flying makes it so it can trade for even more than most death touchers! And, in the meantime, it can attack away in the air for a bit of damage.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Masked Bandits
2.5 A six-mana 5/5 is actually kind of reasonable, and this one comes with the upside of helping you fix your mana early.
Pack 2 Pick 8: Raffine's Informant
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Revel Ruiner
2.0 This seems solid. A 4-mana 4/2 with Menace is a decent enough card, and this can be that if you want it to be most of the time. The alternative of this helping you throw away an unwanted land for a fresh card, and giving you a 3/1 menace seems solid too.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Pack 2 Pick 9: Light 'Em Up
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 2 Pick 10: Celebrity Fencer
Courier's Briefcase
2.5 Two mana for a 1/1 and a Treasure is a pretty good deal, and this set should have enough fixing that you manage to produce 5 colors on occasion, especially in the Red-Green treasure deck.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Pack 2 Pick 11: Scuttling Butler
Forge Boss
3.0 You are going to be sacrificing enough creatures in BR for this to chip in for at least 2 damage most games, and sometimes it will get way more out of hand than that. It has passable stats too.
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Pack 2 Pick 12: Prizefight
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Pack 2 Pick 13: Sky Crier
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
Pack 2 Pick 14: Jackhammer
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 3 Pick 1: Fight Rigging
Fight Rigging
4.0 An Enchantment that gives you a counter every turn is already a pretty good card, and the hideaway upside here isn't completely inaccessible either.
Cormela, Glamour Thief
3.5 This can ramp you into bigger spells, and she is a good card to sacrifice for Casualty, since she will get you a spell back.
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
Night Clubber
3.5 This is good. It is a lot like Plague Mare, and that card played pretty well. Giving -1/-1 to all of your opponents creatures often opens the door to much more effective attacks for you, and it will just outright kill a creature or two pretty often. Having Blitz in the mix is nice, because you’ll feel like you’re getting a card worth of value out of this a lot anyway, so getting the effect going, being able to attack with the Clubber, and then also getting a card back is going to feel pretty good. I think you can take this pretty highly.
Maestros Theater
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Girder Goons
2.5 Neither mode with this is great, but both are fine. A 5-mana 4/4 that leaves behind a 2/2 can definitely generate a 2-for-1, and if you Blitz this you not only get to draw a card when it dies, you also add to the board.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
Cabaretti Courtyard
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 3 Pick 2: Freelance Muscle
Syndicate Infiltrator
3.5 This looks pretty good. The base of a 4-mana 3/3 Flyer is perfectly fine, and loading your graveyard enough for this to get the boost is pretty doable by the mid to late game.
Freelance Muscle
3.0 This will often get a boost when it attacks or blocks, but it has some pretty bad base-stats and it doesn’t have any evasion or anything else. It will get huge sometimes, but there will certainly be times where you play this and it just doesn’t get enough of a boost to be relevant.
Public Enemy
0.0 This doesn’t look very good to me. The idea is that you put this on your creature and force your opponent to attack you. Sometimes that will actually do something, but it won’t do anything real far too often. If your opponent already wants to attack it doesn’t really matter, and if they don’t have something you can actually kill in combat it is also useless. It does eventually replace itself, but there’s just too much that can go wrong with this card.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Murder
4.0 Murder at Common! As usual, it is premium removal you always want. It can’t be splashed, which is a bit of a bummer, but it is still worth a high pick. I’m giving it a 4
Gathering Throng
0.0 // 3.0 Collect ‘em all cards are always pretty fun in Limited. A 3-mana 3/1 is bad, but as long as you have two of these, this is very playable, since a 3-mana 3/1 that draws another one is a pretty good deal. It makes sure you will continue to have stuff to play, and getting these also guarantees you can go wide and keep triggering Alliance. They are also Citizens! So yeah, Basically, if you have only one copy of this, its pretty much unplayable – if you have two, it’s a 2.5, and it probably maxes out around a 3.0.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Pack 3 Pick 3: Raffine's Informant
Brass Knuckles
1.0 This is a really roundabout way to give one of your creatures double strike! You basically pay 4 mana and then 1 to equip the original one as well as the copy. That’s..not a great rate. And yeah, it gets better in situations where you can buff the creature, but the Knuckles don’t buff the thing at all, so it had better already be a pretty good attacker. It gets especially ugly in situations where your opponent can deal with one of the copies, and then your creature just loses double strike on the spot – and there isn’t really enough good Equipment around for this to work that often without its copy.
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Fake Your Own Death
1.5 I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
Corrupt Court Official
2.0 I think people will be tempted to compare this to Virus Beetle, but I think the Official will feel more like a Ravenous Rats than a Beetle. The Beetle had the advantage of being an artifact, and in a set with ninjutsu that could rebuy ETB abilities – so it isn’t going to overperform quite like that card did. However, this is still pretty well placed in this format, mostly because you can take a card away from your opponent and then sacrifice this to something with Casualty and you end up with pretty decent value. In the late game, sometimes it won’t have anything to hit of course, but at least it adds something to the board.
Pack 3 Pick 4: Freelance Muscle
Stimulus Package
3.5 This seems pretty nice. It can ramp and fix for you, and the ability to turn all your tokens into creatures is pretty nice, especially because of the Alliance and Casualty mechanics. It is definitely a little slow, but you can add to the board right away with it if you want to by giving up those treasures. Red-Green seems to have a lot of treasure nonsense going on, so I don’t think this needs a buildaround grade.
Freelance Muscle
3.0 This will often get a boost when it attacks or blocks, but it has some pretty bad base-stats and it doesn’t have any evasion or anything else. It will get huge sometimes, but there will certainly be times where you play this and it just doesn’t get enough of a boost to be relevant.
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
Strangle
4.0 This is a strictly worse Lightning Bolt – since it is a Sorcery and can’t hit players – but it is still incredible value for only a single Red mana, and its certainly premium removal. You’ll trade up with this a ton.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Civil Servant
3.0 This has above rate stats, and it looks like there are enough Citizens in this set to make those stats even more impressive for a fairly low cost. This isn’t really the Citizen payoff you’re hoping for, but it does seem like a pretty nice Common for that deck.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Pack 3 Pick 5: Disciplined Duelist
Disciplined Duelist
3.5 A 3-mana 2/1 with Double Strike and a shield counter sounds like a pretty darn good deal. Double Strike pairs particularly well with the Shield, because it means the Duelist can keep itself from getting hit at all in combat against smaller creatures, so it will hold on to the shield. Meanwhile, it is capable of taking down 4 toughness creatures and surviving to tell the tale, since it will just lose the shield counter. It will get spicier if you can increase its stats of course, like most double strikers.
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Security Bypass
1.0 Unblockable when attacking alone + the ability to Connive every time you hit the opponent is kind of decent for the cost, but I don’t feel like its worth the inherent risk of playing an Aura. Connive isn’t quite worth a card after you do it once, though, and that means if your opponent can deal with whatever you put this on before you do it a second time, you’re ending up way behind. So, in the end, this feels like an Aura that won’t quite do enough to be worth the risk. Even if you’re discarding things for value, I’m skeptical.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Pack 3 Pick 6: Ready to Rumble
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
Graveyard Shift
2.5 I am not normally super into 5 mana reanimation spells in Limited. It is just too hard to actually get a full five mana of value out of your graveyard on a consistent basis. However, this format looks like it might have what this kind of card needs. The Connive mechanic means you can discard things to reanimate pretty easily, so I think this might be one of those formats where this is a nice card.
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Pack 3 Pick 7: Buy Your Silence
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Freelance Muscle
3.0 This will often get a boost when it attacks or blocks, but it has some pretty bad base-stats and it doesn’t have any evasion or anything else. It will get huge sometimes, but there will certainly be times where you play this and it just doesn’t get enough of a boost to be relevant.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Pack 3 Pick 8: Celebrity Fencer
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Take to the Streets
1.0 // 3.0 This looks like a solid payoff for going wide, especially because there are so many Citizens around. Now, it is still super situational – it basically does nothing until you’ve gone wide enough – but I imagine you are going to want the first copy of this in the Citizen decks in the format.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Pack 3 Pick 9: Cabaretti Courtyard
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
Maestros Theater
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Cabaretti Courtyard
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 3 Pick 10: Brokers Hideout
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Gathering Throng
0.0 // 3.0 Collect ‘em all cards are always pretty fun in Limited. A 3-mana 3/1 is bad, but as long as you have two of these, this is very playable, since a 3-mana 3/1 that draws another one is a pretty good deal. It makes sure you will continue to have stuff to play, and getting these also guarantees you can go wide and keep triggering Alliance. They are also Citizens! So yeah, Basically, if you have only one copy of this, its pretty much unplayable – if you have two, it’s a 2.5, and it probably maxes out around a 3.0.
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Pack 3 Pick 11: Paragon of Modernity
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Pack 3 Pick 12: Warm Welcome
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Pack 3 Pick 13: Rob the Archives
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 3 Pick 14: Cutthroat Contender
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.