Pro Rating: 1.5 Pro Comment: Most of the time, this is going to trigger at least once but…that’s not a terribly exciting card. It’s mostly a bear with small upside.
Pro Rating: 1 Pro Comment: There are Vampires in this set, but not really enough for this to be worthwhile when it has such an underwhelming statline. Even in a Vampire-heavy set this didn’t perform that well.
Pro Rating: 0 Pro Comment: Yeah…no thanks. Sure, you can use it on yourself to set up Collect Evidence, or try to mill your opponent out, but it takes a long time to do either of those things effectively and it does literally nothing else.
Pro Rating: 3 Pro Comment: The Consign card is always a passable Limited card, and then once this is in the yard you can get a couple of cards out of your opponent’s hand. Also, this has a high mana value for Collect Evidence cards.
Pro Rating: 2.5 Pro Comment: On a lot of board states, this can get rid of a Clue for it never to be seen again, and it will sometimes be able to hit powerful permanents.
Pro Rating: 2.5 Pro Comment: Black/White has the same theme as Mentor of the Meek – that is, 2 power or less stuff – and that works well with Disguise creatures. This can definitely give you some nice card advantage, but it doesn’t always line up nicely, and that’s a problem for a Gray Ogre.
Pro Rating: 0 Pro Comment: This is symmetrical, and your opponent is likely to reap the benefits before you do.
Pro Rating: 0 Pro Comment: This format has some nice nonbasics, but not so many that you really need to be running Ghost Quarter.
Pro Rating: 1.5 Pro Comment: There aren’t enough Goblins in this sit for the Warchief to be worth it. It is a three mana 2/2 with Haste on its own, but that’s pretty bad.
Pro Rating: 3.5 Pro Comment: You get two nice pieces of material for only one mana, and you even add something to the board! This format has tons of payoffs for Clues too. This gives you so much value for only a single mana.
Pro Rating: 0 Pro Comment: This was bad in Strixhaven, no matter how much I wanted it to be good, and it’s pretty weird for this format, because Red/White isn’t a color pair with any Collect Evidence at lower rarities, so you can’t really go off by getting 3/2s, and the format doesn’t have Spirits either.
Pro Rating: 3 Pro Comment: Ideally, your deck has a couple of one drops in it for you to play the Captain – the good news is, they print lots of nice one drops these days, so it’s pretty likely this’ll draw you a card. It’s sacrifice ability isn’t amazing, but sometimes you just wanna make sure your opponent can’t interact and it can do that.
Pro Rating: 2 Pro Comment: This has Basic Land cycling so it gives you some nice fixing, and it helps set up Collect Evidence, so it’s hard for this to be bad. In the extreme late game it can be a finisher too.
Pro Rating: 3 Pro Comment: This is a great Graveyard enabler, and if you milled something you really want in your hand it can get it back for you, while also sporting some passable stats.
Pro Rating: 2 Pro Comment: Getting Metalcraft is definitely possible for Red decks, and that certainly does something to break the symmetry of this wheel effect, to some degree at least. The bad news is your opponent is still likely to take advantage of all those sweet new cards before you do, since you spent mana casting this first. When you don’t have Metalcraft, this is outright bad.
Pro Rating: 0 Pro Comment: This was surprisingly bad back in Crimson Vow, and I don’t see that changing here, especially because this format doesn’t have a human or +1/+1 counter theme. Even if you have Humans or counters, you have to have your stuff die before it does anything.
Pro Rating: 2.5 Pro Comment: So, they want you to give up a Clue to make three 1/1 Goblins, and that doesn’t seem bad, especially because the Blue-Red deck has plenty of sacrifice stuff going on.
Pro Rating: 1 Pro Comment: There are Vampires in this set, but not really enough for this to be worthwhile when it has such an underwhelming statline. Even in a Vampire-heavy set this didn’t perform that well.
Pro Rating: 1 Pro Comment: You need lots of high toughness creatures, especially because this will even make your creatures with lower toughness than power do damage equal to their toughness, and that’s rough. It wasn’t particularly easy to make it work back in Ravnica Allegiance, and I don’t imagine it has that impressive of a ceiling here either.
Pro Rating: 1 Pro Comment: They want to use this to enable graveyard shenanigans, but the boost it offers is so underwhelming that it just isn’t worth it – just like it wasn’t when it was printed originally in a set with Delirium.