Astarion, the Decadent
3.5 A six mana 4/4 with Deathtouch and Lifelink isn’t a great card. The stats aren’t that impressive, and at that stage of the game there will be things that can trade 1-for-1 with it. It would probably be a 2.5. This does give you a pretty nice payoff for gaining life or damaging your opponent though, and since it can gain you life in the first place it will often be able to fuel itself, at least to some extent. It also makes any damage your opponent takes a problem. So, yeah – I think the whole package here looks like a pretty nice card, even if it is a little clunky. The worst case is that this trades for something and gains you 4 life – and that’s not a bad fail case.
Trelasarra, Moon Dancer
3.5 This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Irenicus's Vile Duplication
3.0 So, this is basically a clone that can only clone your stuff, and gives it Flying. That’s a decent card, because you can always make it a copy of your best creature – and usually it will get that upgrade from Flying. This can be especially good with all the ETB abilities in the set. There are lots of legendaries in the set too, so the fact that it lets you copy legendaries does matter. Basically the question here is: How often do you feel like you’re getting your mana’s worth with a card like this? And I think the answer is: reasonably often, but sometimes this will be kind of a miserable card to have in your hand. I think his is a C+.
Craving of Yeenoghu
2.0 This seems like a decent aura, especially once you get in the graveyard. The fact it can keep coming back is nice, although after the second time you bring it back you are getting negative stats to go with the Haste, which is far less good – those first two activations will be a pretty nice way to add stats and Haste to a creature you play for only one Red mana though. It is probably at its best if you find a way to discard it early, and you never actually cast it the traditional way.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Dread Linnorm
3.0 Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
Pack 1 Pick 2: Shambling Ghast
Neera, Wild Mage
1.5 One thing to note about this card is that the spell you put on the bottom of your library is removed from the stack and never resolves. I misinterpreted this card in my YouTube set review because I didn’t realize that! So, basically, if you cast something really cheap in the late game, it might be worth it to spin the wheel with Neera and see what happens, but the effect is so random that it just isn’t worth doing with just any old spell. So, basically, it can potentially upgrade spells, but it doesn’t really give you any card advantage, and a lot of the time you’ll just choose not to use its effect. This isn’t very good.
Bronze Walrus
3.5 This is a pretty nice creature. It fixes your mana and ramps you, and even helps you improve your next few draws. This format has kind of a shortage of fixing when it comes to lands, so Artifacts like this or going to be extra sought after.
Skanos, Dragon Vassal
4.0 So, the base card here is pretty solid. A 5-mana 4/4 isn’t so much, but giving +4/+0 to another attacking creature is the kind of boost that can turn any creature into a threat. Then, once you Specialize he gains a keyword ability and you get to also give a keyword ability to that creature, which is a nice upgrade. Now, he does not exactly repay you for the full card you spend to Specialize with him, so discarding a real card to Specialize him won’t feel amazing, but you can discard lands too, and that certainly will feel amazing. And even discarding a real card in the right situation is well worth it. I think this looks like a strong Uncommon.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
Steadfast Paladin
2.5 This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Wizened Githzerai
1.5 This doesn’t seem that good to me. Sure, it can chump block or trade and make a creature worse, but chumping is not something you want to be doing a whole lot. And yeah, the -2/-0 sticks around no matter what happens to the creature, but I still feel like this is a two drop you will cut pretty often.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Pack 1 Pick 3: You're Confronted by Robbers
Traverse the Outlands
1.5 This definitely ramp you in a big way. Getting three lands off of this is pretty doable. The question, though, is whether you’ll have a need for so much mana in most Limited games – and the answer is probacanbly no. You just won’t have a big threat to ramp into most of the time, you have to get some wacky rares to make it work – like Earthquake Dragon. It does fix for you in addition to the ramp, but still…it is hard to imagine situations where you want to pay 5 mana to search up a whole bunch of lands you’re probably not in need of.
You're Confronted by Robbers
3.0 Neither mode is great for the mana investment – but three 1/1 soldiers at instant speed for 4 mana is already enough for this card to be a C at worst. You can use those bodies to ambush block stuff, or just to go really wide if you’re interested in doing that. What’s nice is, if you are already wide enough, you can use this to tap down blockers at the end of your opponent’s turn and go for the win.
Meteor Golem
2.5 7 is definitely a lot, but the fact it can come down and kill any nonland permanent is a big deal. Not all decks will really want a 7 drop, but it does seem like ramping is a pretty legit strategy in this format, in which case this will be pretty sweet. It also benefits from lots of cards that let you abuse enter the battlefield abilities.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Guildsworn Prowler
3.0 I think this is a good Common. A two mana 2/1 with death touch is generally going to be a 2.5, since it is fairly cheap and can trade for anything. When you can draw a card off of this, it will feel particularly absurd. Obviously, if it would draw you a card even if it was blocking, it would probably be a B because it would always be a 2-for-1. But if you do find a way to draw that card, it will feel pretty nice! It can be a nice sacrifice outlet, in addition to being a nice attacker and blocker.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Pack 1 Pick 4: Grim Bounty
You're Confronted by Robbers
3.0 Neither mode is great for the mana investment – but three 1/1 soldiers at instant speed for 4 mana is already enough for this card to be a C at worst. You can use those bodies to ambush block stuff, or just to go really wide if you’re interested in doing that. What’s nice is, if you are already wide enough, you can use this to tap down blockers at the end of your opponent’s turn and go for the win.
Monk of the Open Hand
2.0 Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Pack 1 Pick 5: Meteor Golem
Meteor Golem
2.5 7 is definitely a lot, but the fact it can come down and kill any nonland permanent is a big deal. Not all decks will really want a 7 drop, but it does seem like ramping is a pretty legit strategy in this format, in which case this will be pretty sweet. It also benefits from lots of cards that let you abuse enter the battlefield abilities.
Craving of Yeenoghu
2.0 This seems like a decent aura, especially once you get in the graveyard. The fact it can keep coming back is nice, although after the second time you bring it back you are getting negative stats to go with the Haste, which is far less good – those first two activations will be a pretty nice way to add stats and Haste to a creature you play for only one Red mana though. It is probably at its best if you find a way to discard it early, and you never actually cast it the traditional way.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Undercellar Myconid
3.5 I like this common a lot. A 3-mana ½ that gives you a 1/1 token is probably a 2.0 and a 3-mana ½ that taps for mana of any color is probably a 2.5. Stapling both of those together and adding another token to the mix is pretty dang impressive. Even if your opponent takes this down before it can make mana, it leaves two 1/1s around, and if they don’t, you can probably ramp into your 5 drop on turn 4, which is pretty sweet.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Pack 1 Pick 6: Steadfast Unicorn
Goggles of Night
2.5 This has a pretty sweet combat damage trigger – Scry 1 and draw a card is just really good in Limited, and if you can make this do its thing with regularity, you’ll just win! Now, the problem is – this doesn’t enhance the statistics of the creature at all, so what you need is a creature who is already evasive. Good news is, UB has a lot of nice ways to make creatures hard to block, so this slots in nicely there as a very real way to generate insane value. But there will still be times where you just can’t put this on something meaningful. Still, the effect is powerful enough that I’m pretty interested in playing this, provided my deck has a decent amount of evasion.
Trelasarra, Moon Dancer
3.5 This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Steadfast Unicorn
2.0 We’ve seen a lot of one drops with this sort of mass pump ability kind of underwhelm in the past, but that Vigilance makes a difference! Your board becoming better at attacking and hanging around to block can really alter races. Now, this still isn’t amazing or anything, but it seems like a solid one drop, where most similar cards were cards you cut more often than you played.
Pack 1 Pick 7: Chain Devil
Lapis Orb of Dragonkind
1.0 Three mana rocks usually aren’t that good in Limited, even if they can add mana of any color! And this one can only add Blue. The upside, of course, is you get to scry when you cast a Dragon with it. But that isn’t the most exciting payoff. Sure, Scry 2 is nice, but it isn’t something that pays you off for playing this three mana card that doesn’t add to the board in any real way. I guess if you have some really big dragons to ramp into this gets a little more interesting, but there are better ways to ramp in the format.
Breath Weapon
0.5 These sorts of tribal payoff board sweepers always disappoint in Limited, and that’s because there are too many situations where they don’t do enough. Sure, you can have a super Dragon-centric deck, but there are enough Dragons that most opponents will have them too. So, the number of dragons and creatures with 3 or more toughness your opponent has just really isn’t something you can control, and generally speaking they will have a whole lot of stuff that doesn’t die to this. This is mostly a sideboard card, I think. If you go up against someone who is really aggressive and has lots of creatures that this dies to, you definitely want to bring it in.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Pack 1 Pick 8: Dawnbringer Cleric
Breath Weapon
0.5 These sorts of tribal payoff board sweepers always disappoint in Limited, and that’s because there are too many situations where they don’t do enough. Sure, you can have a super Dragon-centric deck, but there are enough Dragons that most opponents will have them too. So, the number of dragons and creatures with 3 or more toughness your opponent has just really isn’t something you can control, and generally speaking they will have a whole lot of stuff that doesn’t die to this. This is mostly a sideboard card, I think. If you go up against someone who is really aggressive and has lots of creatures that this dies to, you definitely want to bring it in.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Pack 1 Pick 9: Eyes of the Beholder
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
Pack 1 Pick 10: Spiked Pit Trap
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Pack 1 Pick 11: Traverse the Outlands
Traverse the Outlands
1.5 This definitely ramp you in a big way. Getting three lands off of this is pretty doable. The question, though, is whether you’ll have a need for so much mana in most Limited games – and the answer is probacanbly no. You just won’t have a big threat to ramp into most of the time, you have to get some wacky rares to make it work – like Earthquake Dragon. It does fix for you in addition to the ramp, but still…it is hard to imagine situations where you want to pay 5 mana to search up a whole bunch of lands you’re probably not in need of.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Pack 1 Pick 12: Genasi Rabble-Rouser
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Pack 1 Pick 13: Inspiring Bard
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Pack 1 Pick 14: Druidic Ritual
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Pack 2 Pick 1: Calim, Djinn Emperor
Calim, Djinn Emperor
4.0 So, like a lot of cards in this set – this is pretty wacky – so wacky that the whole text doesn’t even fit on the card which…probably not a good thing! Anyway, a 6-mana ⅚ with flying and Ward 2 is already pretty good. Then you add the card’s ability to basically be cycled while also tapping down a permanent and you have something really interesting – and it gets even better, because you get a copy of the Djinn in your deck that you can draw later! Now, in your typical game of Limited you’re not going to reach the point where Calim can come back from the graveyard, but getting the value out of one extra Calim seems pretty reasonable. It does cost triple Blue, and that kind of cost can be a pain, but this seems pretty great over all.
Jaheira, Harper Emissary
3.5 This starts with solid stats, and has hexproof that will actually matter on occasion. Then, when she specializes, you get to naturalize and get an additional effect. That’s some pretty nice artifact and enchantment hate to run in your main deck, and because it starts out as such a solid two drop, I like the overall package here. Even if you don’t have something to naturalize, her other specialize effects offer decent value.
Guild Thief
1.5 This is a Forgotten Realms reprint – and not a super impressive one. Starting out as a 1/1 is Brutal, and sure it can get bigger, but it just won’t be very good at attacking, even after coming down on turn two. In the late game you can make it unblockable, but only for a pretty huge cost, and making this into a tapped 2/2 at that stage of the game just isn’t good enough.
Chardalyn Dragon
1.5 This is not a great stat-line in Limited, but it has a useful creature type, I guess? You probably only run this if you’ve whiffed on all the better Dragons out there.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Pack 2 Pick 2: Minimus Containment
Robe of the Archmagi
3.0 Well, this can draw you a whole lot of cards, and if you have Shamans, Warlocks and Wizards around, the equip cost being one is going to feel pretty amazing. The downside here is similar to what we saw with the Goggles earlier – this doesn’t buff the creature at all, so you need something that is already fairly good at attacking, either because it is big or because it is evasive. And the types where you pay the 4 mana cost and your opponent removes your thing will be brutal! Still, this has the potential to draw a lot of cards, and fairly efficiently too.
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
Draconic Muralists
3.5 This is a 4-mana 4/3 that draws you any Dragon in your deck, and this format has a lot of dragons, including some bombs! This is a great 2-for-1, especially in the Dragon tribal decks.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Pack 2 Pick 3: Blessed Hippogriff
Robe of the Archmagi
3.0 Well, this can draw you a whole lot of cards, and if you have Shamans, Warlocks and Wizards around, the equip cost being one is going to feel pretty amazing. The downside here is similar to what we saw with the Goggles earlier – this doesn’t buff the creature at all, so you need something that is already fairly good at attacking, either because it is big or because it is evasive. And the types where you pay the 4 mana cost and your opponent removes your thing will be brutal! Still, this has the potential to draw a lot of cards, and fairly efficiently too.
Trelasarra, Moon Dancer
3.5 This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Craving of Yeenoghu
2.0 This seems like a decent aura, especially once you get in the graveyard. The fact it can keep coming back is nice, although after the second time you bring it back you are getting negative stats to go with the Haste, which is far less good – those first two activations will be a pretty nice way to add stats and Haste to a creature you play for only one Red mana though. It is probably at its best if you find a way to discard it early, and you never actually cast it the traditional way.
Blessed Hippogriff
3.5 So, if you took the Adventure away here, you’d have a 3.0 Reasonably costed Flyers that can send another creature into the air always play quite well. The Adventure part of the card isn’t always going to come up, but it is nice that if you find a way to use it ahead of turn 4, you get some pretty real value – maybe even a 2-for-1! Even just setting up a chump block that your creature survives is pretty decent use of the card, since you get a whole creature later. Does having the Adventure do enough to get this to a B-? I don’t quite think it does. The problem is just that indestructible isn’t as useful as often as you’d think. Still, this is one of White’s best Commons.
Steadfast Paladin
2.5 This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Pack 2 Pick 4: Signature Spells
Signature Spells
3.5 The turn you play this, it doesn’t do anything, and that’s pretty rough for a six mana card. After that, though, you get a free 3 mana spell every turn, and that’s obviously quite strong. Now, the problem is, that this card checks your deck only for instants and sorceries that cost three, and this isn’t always something you’ll end up with enough of to make this card worthwhile. You probably need at least 3 cards that fit the bill, and sometimes that won’t be enough since you might draw two of them. Still, copying a spell every turn for free is big value. There are some downsides to be sure though, so keep that in mind.
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Pack 2 Pick 5: Pegasus Guardian
Choose Your Weapon
1.5 This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
Pegasus Guardian
3.0 I don’t normally love “blink” or “flicker” cards in Limited – but that’s usually only when that’s all a card can do. This card gets the situational benefits of that kind of effect, while also being a nice creature. It can save a creature from removal, or rebuy an ETB trigger, and those things are neat, but still too narrow if its all a card does. It is certainly an overcosted creature, but you’ll often be able to play it and also get the 1/1 Flyer the turn you play it, since it looks at a creature leaving the battlefield in any way, so generating those tokens is going to be pretty nice. I really like that it is both an enabler and a payoff for those types of effects.
Two-Handed Axe
3.0 A trick that just gives double strike isn’t usually that impressive, but you can use this pretty happily in the early game just to chip in for more damage, ahead of casting this as an Equipment – that’s not something you want to be doing with a normal double strike. Now, the Equipment here isn’t amazing, I don’t think. Doubling power is pretty nice of course, but it doesn’t make your creature any less vulnerable in combat. Sticking this on something evasive is what you really want to be doing, but if you put it on most things, it does turn that creature into a pretty real threat. I just wish it were a little less clunky. Still, you have two solid cards here and that’s nice.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Pack 2 Pick 6: Vampire Spawn
You're Confronted by Robbers
3.0 Neither mode is great for the mana investment – but three 1/1 soldiers at instant speed for 4 mana is already enough for this card to be a C at worst. You can use those bodies to ambush block stuff, or just to go really wide if you’re interested in doing that. What’s nice is, if you are already wide enough, you can use this to tap down blockers at the end of your opponent’s turn and go for the win.
Mind Spike
1.5 This is a neat take on Duress – and that’s what this is for the most part. You do get less info about your opponents hand, because they only reveal cards you can hit. Normally Duress isn’t really playable in your main deck in limited, however this adds the bonus of just turning into a one mana draw one when you don’t hit something. That gets around the main problem with Duress, which is that it does stone nothing way too often. Still, you do pay 2 life, and this isn’t exactly a hugely impactful card regardless of which thing happens, so you’re going to cut it a lot. But you’ll play it more than Duress!
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Pseudodragon Familiar
2.5 This is solid cheap Dragon. A three mana 2/1 Flyer isn’t the most impressive rate, but the ability to send your other creatures into the sky in the mid to late game definitely matters. This seems like a nice Common for Blue.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
Pack 2 Pick 7: Flaming Fist Officer
Swashbuckler Extraordinaire
3.5 A three mana 2/2 that makes a Treasure is right around a 2.5, so the fact that this also gives you a pretty powerful Treasure payoff is quite nice. Double strike is no joke, especially if you have a creature with evasion, and it will definitely be worth giving up a Treasure for that on a lot of boards. One really great thing is that if you have additional treasure, you can give more than one thing double strike. It is also great that the turn you play the Swashbuckler you can already give something double strike.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Pack 2 Pick 8: Valiant Farewell
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Improvised Weaponry
2.5 This was pretty nice in Forgotten Realms. It could kill enough creatures in that format that it sort of overperformed. It may not be quite as good here, but 3 mana to do 2 to anything and getting a treasure back is a pretty solid deal.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Pack 2 Pick 9: Hoard Robber
Chardalyn Dragon
1.5 This is not a great stat-line in Limited, but it has a useful creature type, I guess? You probably only run this if you’ve whiffed on all the better Dragons out there.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Pack 2 Pick 10: Goblin Trapfinder
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Pack 2 Pick 11: You're Ambushed on the Road
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Pack 2 Pick 12: Mace of Disruption
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Pack 2 Pick 13: Summon Undead
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Pack 2 Pick 14: Mind Spike
Mind Spike
1.5 This is a neat take on Duress – and that’s what this is for the most part. You do get less info about your opponents hand, because they only reveal cards you can hit. Normally Duress isn’t really playable in your main deck in limited, however this adds the bonus of just turning into a one mana draw one when you don’t hit something. That gets around the main problem with Duress, which is that it does stone nothing way too often. Still, you do pay 2 life, and this isn’t exactly a hugely impactful card regardless of which thing happens, so you’re going to cut it a lot. But you’ll play it more than Duress!
Pack 3 Pick 1: Sune's Intervention
Sune's Intervention
4.5 In Limited, you’ll basically always be able to gain 3 life, make two knight tokens, and seek a nonland permanent. That’s a 2-for-1 with some bonus life gain – so the times where you can also blow up an artifact or enchantment will feel pretty insane! It is also an instant, so the knights can ambush stuff. I think this is probably an A-.
You Meet in a Tavern
2.0 This was way too clunky in Forgotten Realms, but I imagine it will be a little better here. Each of the modes is definitely appealing, since the first option will regularly draw you 2+ cards, and if you already have a developed board, the +2/+2 can do some serious work.
Drider
2.5 This was decent in Forgotten Realms. Obviously when you can get in with it, it generates some very serious value, but it does have a stat-line that makes it kind of challenging to do that with regularity. There are of course ways to make it evasive, especially in UB.
Gate to Tumbledown
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
Dragon's Fire
4.0 This was a premium removal spell in Forgotten Realms, and it will probably be even better here, since this set is way more into Dragon than that one was. Two mana to do 3 at instant speed is already premium, so the dragon upside is pretty amazing.
Blessed Hippogriff
3.5 So, if you took the Adventure away here, you’d have a 3.0 Reasonably costed Flyers that can send another creature into the air always play quite well. The Adventure part of the card isn’t always going to come up, but it is nice that if you find a way to use it ahead of turn 4, you get some pretty real value – maybe even a 2-for-1! Even just setting up a chump block that your creature survives is pretty decent use of the card, since you get a whole creature later. Does having the Adventure do enough to get this to a B-? I don’t quite think it does. The problem is just that indestructible isn’t as useful as often as you’d think. Still, this is one of White’s best Commons.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Pack 3 Pick 2: Klement, Novice Acolyte
Klement, Novice Acolyte
5.0 This is really good. If you play this on turn two, the boost it gives to your hand will be insane! Sometimes you’ll get it at a point in the game where it doesn’t do much with its ETB, but most of the time it will buff at least one thing in your hand. While its specialized versions are all quite good, they do seem a little less powerful than some of the others – but that’s probably because it is better on the front side than most of them. I think the Black/White one looks the best, as getting two 2/2 tokens right away is huge! But like with all of this, every single one of these looks quite good.
Owlbear Shepherd
3.0 This is a pretty nice Green value engine, provided you can get enough power on the board. There is a lot of high power out there, so it is actually fairly doable. I also like that it is a 3-mana ¼, which means it can do a decent job of blocking on the ground. I think this will be easy enough to set up that it looks quite powerful.
Ghost Lantern
3.0 This looks like a pretty nice Adventure Equipment. Neither side is going to be great, but being able to use it to return a creature, and then playing an Equipment seems pretty good. While you could play this early, a lot of the time I think it will be better to wait until you can use the Adventure and then cast the Equipment. The equipment won’t offer a boost at all initially, but as the game progresses, it will start putting counters on your stuff, and that seems pretty strong. It feels like you will get a full card of value out of each side of this.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Pilgrim's Eye
3.0 This is pretty sweet at Common. It provides nice fixing while actually adding to the board, and a 1/1 Flyer can even chip in for some damage sometimes. Also another good card to blink over and over for value.
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Steadfast Unicorn
2.0 We’ve seen a lot of one drops with this sort of mass pump ability kind of underwhelm in the past, but that Vigilance makes a difference! Your board becoming better at attacking and hanging around to block can really alter races. Now, this still isn’t amazing or anything, but it seems like a solid one drop, where most similar cards were cards you cut more often than you played.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Pack 3 Pick 3: Wrathful Red Dragon
Wrathful Red Dragon
5.0 A 5-mana 5/5 Flyer is a 3.5, and the upside here is very real! If the only way your opponent can deal with this Dragon is by blocking or damaging it…well…they are probably going to lose, since the Dragon can do damage to pretty much anything – either finishing off your opponent off or serving as removal. Lots of decks will have lots of Dragons too, so the turn you play the Dragon you’ll often be able to attack with dragons that are already in play and the ability will cause your opponent serious problems.
Red Dragon
2.5 A 6-mana 4/4 Flyer is definitely overcosted, and I do think the ETB ability here does enough to make up for that, but it is still nothing more than a decent playable. You don’t even usually want more than one, even in a dragon deck.
You Meet in a Tavern
2.0 This was way too clunky in Forgotten Realms, but I imagine it will be a little better here. Each of the modes is definitely appealing, since the first option will regularly draw you 2+ cards, and if you already have a developed board, the +2/+2 can do some serious work.
Gut, Fanatical Priestess
3.0 Like most Specialize cards, I think this looks pretty nice – although this might be the worst of the specialize cards in the format. Six mana is a lot for a 4/3, and while she does set up a Fight when she comes down, you won’t always be able to make a fight happen that actually exiles a creature, and exiling the thing you Fight is necessary to really make Gut worth Specializing. If you do exile something and specialize her, she is pretty crazy, since she makes you a hasty token version of the thing that you exile. On her own, she can just take down a 2/2 before specializing, and that isn’t terrible.. Still, her casting cost and specialize cost are both high enough that I don’t think I’m eager to first pick her, which isn’t something I’ve said this week about a specialize creature!
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Pack 3 Pick 4: Priest of Ancient Lore
Ray of Frost
3.0 This is a Forgotten Realms reprint, and a pretty nice one. Against a Red creature it is really absurdly strong, since it shuts off the card’s ability and taps it down at instant speed. If it always did that, it would probably be a 4.0 – it is THAT good of removal. Now, the card is far less powerful against non-Red creatures, since it doesn’t tap the thing down or take away the ability, so you have to wait until your opponent has something tapped down for it to do its work.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Priest of Ancient Lore
4.0 This is a Forgotten Realms Reprint, and it was White’s best Common in that set, and I think that will be true here too. It will give you a lot of 2-for-1s, and it gains you life which the GW deck is extra interested in. Sure, it doesn’t have Flying like inspiring Overseer, but that card was absurd – this one is merely a very very good Common, instead of a format-warping one.
Pack 3 Pick 5: Devoted Paladin
Kenku Artificer
1.0 // 3.5 Artifacts are far from a big theme in the format, but there are enough of them around that this having a target is kind of doable. But I think your typical Blue deck in the format probably has 1-2 Artifacts, and that just..isn’t going to be enough. If you are in UB or UR you will have access to some treasure, but those color pairs still aren’t that into artifacts in general. So…if you end up in a deck that can consistently make this into a 3-mana 1/1 that makes a 3/3 Flyer, you’re going to be super happy, but that deck just won’t happen very often. Drawing this early and not having an artifact to target is going to be an awful feeling.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Steadfast Paladin
2.5 This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 3 Pick 6: Manticore
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Pack 3 Pick 7: Gray Slaad
Mephit's Enthusiasm
4.0 This is premium removal. Two mana for 4 damage is great, even on a Sorcery, so the fact that you’ll sometimes get to buff your next creature is the cherry on top.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Pack 3 Pick 8: Ranger Squadron
Choose Your Weapon
1.5 This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
Red Dragon
2.5 A 6-mana 4/4 Flyer is definitely overcosted, and I do think the ETB ability here does enough to make up for that, but it is still nothing more than a decent playable. You don’t even usually want more than one, even in a dragon deck.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Pack 3 Pick 9: Gate to Tumbledown
Gate to Tumbledown
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Pack 3 Pick 10: Nefarious Imp
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Steadfast Unicorn
2.0 We’ve seen a lot of one drops with this sort of mass pump ability kind of underwhelm in the past, but that Vigilance makes a difference! Your board becoming better at attacking and hanging around to block can really alter races. Now, this still isn’t amazing or anything, but it seems like a solid one drop, where most similar cards were cards you cut more often than you played.
Pack 3 Pick 11: You Meet in a Tavern
You Meet in a Tavern
2.0 This was way too clunky in Forgotten Realms, but I imagine it will be a little better here. Each of the modes is definitely appealing, since the first option will regularly draw you 2+ cards, and if you already have a developed board, the +2/+2 can do some serious work.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Pack 3 Pick 12: Reckless Barbarian
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Pack 3 Pick 13: Cloak of the Bat
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Pack 3 Pick 14: Reckless Barbarian
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.