Rith, Liberated Primeval
5.0 I’m already all in on a 5-mana 5/5 with Flying and Ward, so the other upside is nice! It also makes things really hard on your opponent – even the turn he comes down, because now if they decide to chump block the stuff you already have in play, or if they wanted to trade their 3/2 for your 3/3, things suddenly get really ugly for them. They just have to start taking hits, or they give you Dragons, which is even more of a problem! Really a pick your poison situation. Things won’t always line up so you can threaten to do excess damage the turn he comes down, but because he’s a hard to kill efficient flyer that really changes the game in your favor, I think this new Rith is a bomb.
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Prayer of Binding
4.0 Kind of weird how many Oblivion Ring effects there are in this format – but yeah, this is another good White removal spell. It might cost one more than Citizen’s Arrest does, but it can remove all nonland pemernants types, is easier to splash with only one White mana required, and having Flash also enables the card to generate some blowouts that aren’t possible with Sorcery-speed versions of the effect. The incidental life gain is pretty nice too!
Mossbeard Ancient
3.5 Every format needs a big green Tramply boi that gains you a bunch of life, and this certainly does that, allowing ramp deck to stabilize against faster decks. You’ll want one of these in that type of deck most of the time, and it also provides a pretty decent reanimation target for Black-Green.
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Pack 1 Pick 2: Cleaving Skyrider
Academy Loremaster
2.5 In the later stages of the game, you’re going to be especially interested in drawing extra cards – and so is your opponent. Because at that point you have enough mana to not worry about the extra cost, but you really need gas. The fact that this is symmetrical makes it sort of weird to evaluate – but overall, I think it ends up being kind of a wash. You and your opponent can both benefit from it, and you get a 2/3 out of the deal. Bad news is, your opponent can take advantage of the effect first, since their draw step is imminent – and if they draw removal after drawing their extra and kill the Loremaster, you’re going to feel pretty awful!
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
Cleaving Skyrider
4.0 This is a very good Uncommon. I’m already in on a 3-mana 2/2 Flyer with Flash, so adding the big upside of the Kicker is really nice. You can Flash it in when you’re the one attacking to killa blocker or something – or help you do lethal to your opponent – but it is pretty sweet that you can also use it when your opponent is attacking you, in which cases it will usually account for two bodies, between killing one and blocking out. Paying 6 for this is just going to do a ton of work in many situations. Now, there will be times where you just have to run this out as a Wind Drake, but that’s a pretty decent fail case.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Pack 1 Pick 3: Yavimaya Iconoclast
Walking Bulwark
1.5 // 3.5 This is pretty interesting! On its own, it is sort of like a one mana 0/3 that loses defender and gets +3/+0 and Haste if you pay 2 mana. That’s not completely terrible, and obviously it gets better the more Defenders you have, and there is a Defender deck in this format. Seems like a decent enough one drop for a variety of decks that will also have a more synergistic home in the format.
Yavimaya Iconoclast
3.5 This is going to be such a beating when your opponent can kick it on turn three! A 3-mana 4/3 Trampler with Haste is no joke, and the fail case here is still a creature that is above rate.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Floriferous Vinewall
1.5 This is a Defender, and that does matter a bit in this format, but this card seems pretty mediocre. Basically it is a two drop that makes sure you hit a land drop – but a 0/2 is pretty awful for that investment, and it also doesn’t quite fix your mana for you, at least not all the time, since you only get to look at the top 6.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Pack 1 Pick 4: Phoenix Chick
Rivaz of the Claw
3.0 It doesn’t look like there’s enough Dragons in this set for most of the text on this to matter, but it has a baseline as a 3-mana 3/3 with Menace, which is something you always play. So, even if you only have 1 other Dragon in your deck, you’re dealing with a really efficient creature that will sometimes do super powerful stuff, like let you cast a Dragon from the graveyard, or ramp into a big scary dragon.
Phoenix Chick
3.5 A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pack 1 Pick 5: Wooded Ridgeline
Meria, Scholar of Antiquity
2.5 There is definitely an artifact sub-theme in this format, and if you can get enough of them Meria will be pretty darn strong, between producing mana and effectively drawing you extra cards. But I think it is hard enough to get her going in this format that she’s just a solid card.
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Founding the Third Path
3.0 This looks pretty good to me. Chapter I and II definitely aren’t exciting, and the real value will ome from chapter three – but the first two chapters can set it up! And, if you already have something you can cast from the graveyard and copy, you can just start at chapter three to begin with! The first two chapters aren’t great because you just won’t have things to cast with Chapter I that often. It also doesn’t net you any cards, it just gives you a discount, and those sorts of effects are all way worse than they look in Limited. Chapter II is basically there to enable Chapter III, so yeah. I could see playing this on Chapter II happening a decent chunk of the time, because that way you can get more options for Chapter III, and you have all your mana available for Chapter III on your next turn. OBviously you need a lot of Instants and Sorceries, but both UW and UR seem very into those card types, so I don’t think it will be hard to find a home for this.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Pack 1 Pick 6: Deathbloom Gardener
Extinguish the Light
3.5 I think a 4 mana instant that can destroy any creature is already in the lower range of “premium” removal, so adding the upside of life gain is pretty real! It always stinks to spend 4 mana to kill something that your opponent paid less mana for, so the consolation prize is nice! They made sure to make it cost double black so you can’t splash it really, but I still think this is a 3.5
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
Haunted Mire
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pack 1 Pick 7: Colossal Growth
Meria, Scholar of Antiquity
2.5 There is definitely an artifact sub-theme in this format, and if you can get enough of them Meria will be pretty darn strong, between producing mana and effectively drawing you extra cards. But I think it is hard enough to get her going in this format that she’s just a solid card.
Ertai's Scorn
1.5 So, this is Cancel that will cost one less if your opponent is playing more spells. Cancel is usually a 1.5 in Limited these days – three mana is a ton to leave up to counter something when you could just be adding to the board with that mana – and while the upside to make this cheaper is there, I don’t think it is that much better than Cancel.
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 1 Pick 8: Juniper Order Rootweaver
Thran Portal
2.5 The Gate type doesn’t actually matter in this format, but this is a nice land anyway. It enters untapped early, so if you have lots of one and two drops you don’t have to worry about that, and obviously it also helps you fix your mana a ton. It is about as good as the painlands, overall, though it has the benefit of being a card you can grab for fixing of any kind. That upside is negated by the fact that it can only tap for mana of a single color, unlike the painlands
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Pack 1 Pick 9: Argivian Phalanx
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Pack 1 Pick 10: Elfhame Wurm
Academy Loremaster
2.5 In the later stages of the game, you’re going to be especially interested in drawing extra cards – and so is your opponent. Because at that point you have enough mana to not worry about the extra cost, but you really need gas. The fact that this is symmetrical makes it sort of weird to evaluate – but overall, I think it ends up being kind of a wash. You and your opponent can both benefit from it, and you get a 2/3 out of the deal. Bad news is, your opponent can take advantage of the effect first, since their draw step is imminent – and if they draw removal after drawing their extra and kill the Loremaster, you’re going to feel pretty awful!
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Pack 1 Pick 11: Colossal Growth
Walking Bulwark
1.5 // 3.5 This is pretty interesting! On its own, it is sort of like a one mana 0/3 that loses defender and gets +3/+0 and Haste if you pay 2 mana. That’s not completely terrible, and obviously it gets better the more Defenders you have, and there is a Defender deck in this format. Seems like a decent enough one drop for a variety of decks that will also have a more synergistic home in the format.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Pack 1 Pick 12: Barkweave Crusher
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Pack 1 Pick 13: Founding the Third Path
Founding the Third Path
3.0 This looks pretty good to me. Chapter I and II definitely aren’t exciting, and the real value will ome from chapter three – but the first two chapters can set it up! And, if you already have something you can cast from the graveyard and copy, you can just start at chapter three to begin with! The first two chapters aren’t great because you just won’t have things to cast with Chapter I that often. It also doesn’t net you any cards, it just gives you a discount, and those sorts of effects are all way worse than they look in Limited. Chapter II is basically there to enable Chapter III, so yeah. I could see playing this on Chapter II happening a decent chunk of the time, because that way you can get more options for Chapter III, and you have all your mana available for Chapter III on your next turn. OBviously you need a lot of Instants and Sorceries, but both UW and UR seem very into those card types, so I don’t think it will be hard to find a home for this.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Pack 1 Pick 14: Artillery Blast
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Pack 2 Pick 1: Strength of the Coalition
Yavimaya Coast
2.5 These offer good fixing and always come into play untapped. It is nice that you can produce colorless all the time, so having to damage yourself for the colored mana isn’t a huge deal.
Elas il-Kor, Sadistic Pilgrim
3.0 This is a two mana 2/2 that can trade for anything, while also really impacting the game while you gain life and your opponent loses life from its two triggers.
Pilfer
2.0 A two mana Coercion is a pretty big upgrade from three mana versions of the effect. It gives you decent information and can really disrupt your opponent. You still pay two mana for a one-for-one that doesn’t add to the board at all, but I think one copy of this is going to see some play in Black decks.
Strength of the Coalition
2.5 This is a nice trick, the base level of the card is a trick that Green aggro decks play one of most of the time. +2/+2 for one mana is great, because it gives enough of a boost to win most combat, while also being cheap enough that using it doesn’t hamper your board development.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Captain's Call
2.5 This is definitely not the most efficient token generator we’ve ever seen, but White does have a pretty big go-wide theme going on, and as a result I think this will play a little better than it looks.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Pack 2 Pick 2: Tori D'Avenant, Fury Rider
Adarkar Wastes
2.5 These offer good fixing and always come into play untapped. It is nice that you can produce colorless all the time, so having to damage yourself for the colored mana isn’t a huge deal.
Tori D'Avenant, Fury Rider
3.5 Attacking with this is going to be pretty awesome on most boards, as the buffs it offers yoru creature are enough to really make them great attackers. The downside is you have a Gray Ogre that can die relatively easy in combat, but chances are good that attacking with it will be worth it. As long as it trades while buffing your whole board, you’re going to feel good about it.
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Joint Exploration
3.0 The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Pack 2 Pick 3: Rulik Mons, Warren Chief
Vodalian Hexcatcher
1.0 Dang, as if Merfolks didn’t already have enough lords! As sweet as this card will be for Merfolk decks in multiple constructed formats, it doesn’t seem particularly good here. There just aren’t enough Merfolks in this set to make it worth it. On its own it is a two mana 1/1 with Flash that can sacrifice itself to counter a noncreature spell. So it can sort of be a really narrow Force Spike type effect for two mana…and that’s just not what you want. There may be the occasional deck that manages to get the 6+ Merfolk you need to play this thing, but it will be pretty hard to accomplish.
Rulik Mons, Warren Chief
3.0 This is a nice attack trigger! Whether you get a land on the table or a 1/1 goblin, you’ll be pretty happy. Note, by the way, that even if it IS a land, you don’t have to put it on the table if you’d rather have a 1/1 – although most of the time, getting that land will be better, since it digs you one card deeper into your deck. It has Menace too, so it will be hard for you to attack with this in a situation where your opponent can just kill it – they’ll usually have to give something up.
Sheoldred's Restoration
2.5 This is a pretty nice reanimation spell. They usually cost 5 these days, so spending one mana less for the effect is nice, even if you lose life – and when you kick it you even gain life, which is pretty nice! Now, it still has the problem these always have – it isn’t always easy having something worth reanimating, but graveyard decks in this format look fairly legit, and this card does too.
Argivian Cavalier
3.5 This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 2 Pick 4: Take Up the Shield
Weatherlight Compleated
0.0 As cool as it is to see the Weatherlight Phyrexianized, this card looks awful for Limited. It begins as a two mana Artifact that lets you Scry 1 any time one of your creatures dies and that..is not good. It does eventually become a creature, and then start drawing you cards when stuff dies, but it is going to be very slow. It just needs too many counters. It is also a miserable top deck. The ideal plan is to play it on turn two – but you also aren’t really adding to the board on turn two if you do that, so uh..yeah
Bortuk Bonerattle
3.5 This looks like a very nice signpost Uncommon. A 6-mana 4/4 that gets back a creature from the graveyard is already pretty decent, but the upside of straight-up reanimating things is pretty incredible! You’ll usually be able to reanimate a 2 drop, and reanimating something that costs 3 or 4 isn’t out of the question in this format either.
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Pack 2 Pick 5: Take Up the Shield
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
Protect the Negotiators
2.0 So, if you kick this, it is a 3-mana Force Spike that gives you a 1/1 at worse. That’s…not great. The upside is that it can be a lot harder to pay the cost sometimes, but the idea that this is essentially a blank card if your board is empty and you don’t kick it is pretty rough, and there will be lots of situations where you just can’t make your opponent pay enough mana. The other issue is that counter spells aren’t often that useful in creature-heavy decks, since you would rather be adding to the board. The UW theme in this format DOES seem to be about both spells and going wide, which is pretty interesting – and could mean this overperforms.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Pack 2 Pick 6: Sacred Peaks
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Pack 2 Pick 7: Balduvian Berserker
Balduvian Berserker
2.5 This is a little bit clunky, but I think pretty solid overall.. Without enlist, a 3-mana ⅓ that does 1 to something when it dies is…kind of alright. Probably a C- at the very best. But, this has Enlist upside that is pretty significant! Even attacking with it as a ⅔ is a pretty big pain for your opponent. Obviously, if you can make it really big it can be really sweet
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Pack 2 Pick 8: Linebreaker Baloth
Chaotic Transformation
0.0 It seems like Red always gets some wacky chaotic Rare that does cool stuff, but is unplayable in Limited..and I think that’s probably the case here. Obviously, this can result in you getting a bunch of upgraded permanents, but it can also result in you downgrading your permanents. Sure, the ideal thing is to exile tokens or cheap things, and then upgrade them all, but actually creating a board state where that works out isn’t that easy. If you really like gambling, this card might be for you – but for every time it lets you cheat your best permanent into play, it will also effectively lose you the game. You can also exile your opponents stuff, and if they have something insane on their side, obviously you know you can downgrade it – but the situation is equally hard to manipulate in your favor when it comes to your opponent. So yeah, you can choose your opponents best permanents and your worst permanents when you cast this, and that’s cool – but the effect this actually has on the outcome of the game is usually not going to be in your favor, especially because you’ll end up spending a turn just sort of switching things around.
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
Joint Exploration
3.0 The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Pack 2 Pick 9: Jaya's Firenado
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Captain's Call
2.5 This is definitely not the most efficient token generator we’ve ever seen, but White does have a pretty big go-wide theme going on, and as a result I think this will play a little better than it looks.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Pack 2 Pick 10: Take Up the Shield
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 2 Pick 11: Flowstone Kavu
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Pack 2 Pick 12: Snarespinner
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Pack 2 Pick 13: Llanowar Stalker
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Pack 2 Pick 14: Benalish Faithbonder
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Pack 3 Pick 1: Sprouting Goblin
Nemata, Primeval Warden
3.5 Exiling opposing creatures when they die is always surprisingly good, as it not only turns off recursion, but death triggers! But the real value here is getting a saproling every time that happens, and then also having ways to cash in those Saprolings for very real value! And it all comes attached to a very real 4-mana ¾ Reach body.
Sprouting Goblin
3.5 This is pretty nice! You can play it on turn two if you need to, but kicking it makes sure you hit your 4th land drop and even fix your mana. It is also nice that it has some late game utility, since it lets you give up lands to draw cards. That’s nice, because drawing this late can be pretty underwhelming – you don’t really need the land! But it can fetch you one that you can sacrifice.
Inscribed Tablet
1.0 I don’t love this. Yeah, it is an Artifact that just replaces itself, and there are some artifact payoffs in the set, but the effect just seems underwhelming. You can’t really count it as a source of fixing, since even in Limited looking at the top 5 is no guarantee to find the color you need. It is definitely good at making sure you hit your third land drop or whatever, and that matters sometimes – and I like that you get a card even if you whiff, but I’m still not very impressed here. It doesn’t do enough.
Phyrexian Missionary
4.0 This looks really good to me. A two mana ⅔ with Lifelink is probably a 3.0, and the kicker upside here is massive, as it sets up a 2-for-1, while getting you back something useful from the graveyard.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Shield-Wall Sentinel
0.0 // 2.5 Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Pack 3 Pick 2: Herd Migration
Herd Migration
3.5 I really like this kind of card. In the early game, it provides you some nice fixing – and some life gain to make up for the fact that you may have spent your turn two not adding to the board. Then, if you get it late, it can power out 3 tokens pretty easily, maybe even more. Now, neither side is that impressive, but it is basically a big spell with Cycling, and the flexibility make this a fairly attractive card.
Djinn of the Fountain
3.0 This has some kind of mediocre base stats, but its modal Prowess-like ability is pretty sweet, even if all of the options are kind of small. You’ll always have an option that is relevant though, since Scrying is something you can always do and get an advantage from. It benefits from the fact that there are three Blue archetypes in the format that are into instants and sorceries too!
Balduvian Atrocity
3.0 A 3-mana ⅔ with Menace is a 2.0 at worst, and you get a fair bit of value out of paying the Kicker cost here. You won’t always have something to get back with that effect – at least, not something meaningful – but it also doesn’t seem like it will be a huge challenge to get some value there.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Lightning Strike
4.0 This is always great. Two mana to do 3 to anything at instant speed is very powerful. It can trade up when killing creatures, and the fact it can close out a game by going to your opponents face is nice.
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Pack 3 Pick 3: Charismatic Vanguard
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Balduvian Atrocity
3.0 A 3-mana ⅔ with Menace is a 2.0 at worst, and you get a fair bit of value out of paying the Kicker cost here. You won’t always have something to get back with that effect – at least, not something meaningful – but it also doesn’t seem like it will be a huge challenge to get some value there.
Pilfer
2.0 A two mana Coercion is a pretty big upgrade from three mana versions of the effect. It gives you decent information and can really disrupt your opponent. You still pay two mana for a one-for-one that doesn’t add to the board at all, but I think one copy of this is going to see some play in Black decks.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Pack 3 Pick 4: Radha, Coalition Warlord
Radha, Coalition Warlord
3.0 This might be the weakest of all the signpost Uncommons, but it is still pretty good. The problem is that Radha can’t buff herself, so she is quite vulnerable when attacking. Because the ability triggers when she taps, you can use her with Enlist or with Vehicles – and that’s probably the best way to take advantage, since then she isn’t vulnerable, she just offers a big stats boost to something.
Protect the Negotiators
2.0 So, if you kick this, it is a 3-mana Force Spike that gives you a 1/1 at worse. That’s…not great. The upside is that it can be a lot harder to pay the cost sometimes, but the idea that this is essentially a blank card if your board is empty and you don’t kick it is pretty rough, and there will be lots of situations where you just can’t make your opponent pay enough mana. The other issue is that counter spells aren’t often that useful in creature-heavy decks, since you would rather be adding to the board. The UW theme in this format DOES seem to be about both spells and going wide, which is pretty interesting – and could mean this overperforms.
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Keldon Strike Team
3.5 This looks really good to me. If you don’t kick it, it is a 3-mana 3/1 with Haste that gives Haste to your whole board the turn it comes down. Then, when you kick it, you pay 5 mana for 5/3 worth of stats spread across three bodies. This gets an extra bonus from the fact that RW especially really wants to go wide. Also keep in mind, because it has Haste it can actually be Enlisted the turn it comes down, unlike most creatures. So yeah, seems like a really good Common to me.
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Pack 3 Pick 5: Geothermal Bog
Balmor, Battlemage Captain
3.5 This is another nice spell payoff! That trigger is super strong, even if you only have a couple of creatures, and it is the kind of thing your opponent has to respect – the threat of activation is very real. The question is how easy it will be to go wide enough to really take advantage of this, but my feeling is you don’t have to go that wide to make this impressive.
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Writhing Necromass
2.0 Casting this for 5 seems pretty doable, and in some decks you can cast it even more easily! Of course, the flipside is that sometimes it will be challenging to get a good deal on this card.
Geothermal Bog
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Pack 3 Pick 6: Hurler Cyclops
Vohar, Vodalian Desecrator
3.5 A two mana ½ that loots is a card you usually play, so the upside of draining the opponent sometimes and letting you cast spells out of your graveyard is really nice. It is pretty neat that they made UB a spell deck this time around too – it is sort of a spells/graveyard deck.
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
Pack 3 Pick 7: Molten Monstrosity
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Pack 3 Pick 8: Furious Bellow
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Pack 3 Pick 9: Tangled Islet
Inscribed Tablet
1.0 I don’t love this. Yeah, it is an Artifact that just replaces itself, and there are some artifact payoffs in the set, but the effect just seems underwhelming. You can’t really count it as a source of fixing, since even in Limited looking at the top 5 is no guarantee to find the color you need. It is definitely good at making sure you hit your third land drop or whatever, and that matters sometimes – and I like that you get a card even if you whiff, but I’m still not very impressed here. It doesn’t do enough.
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Shield-Wall Sentinel
0.0 // 2.5 Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Pack 3 Pick 10: Magnigoth Sentry
Balduvian Atrocity
3.0 A 3-mana ⅔ with Menace is a 2.0 at worst, and you get a fair bit of value out of paying the Kicker cost here. You won’t always have something to get back with that effect – at least, not something meaningful – but it also doesn’t seem like it will be a huge challenge to get some value there.
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Pack 3 Pick 11: Clockwork Drawbridge
Balduvian Atrocity
3.0 A 3-mana ⅔ with Menace is a 2.0 at worst, and you get a fair bit of value out of paying the Kicker cost here. You won’t always have something to get back with that effect – at least, not something meaningful – but it also doesn’t seem like it will be a huge challenge to get some value there.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Pack 3 Pick 12: Viashino Branchrider
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Pack 3 Pick 13: Hexbane Tortoise
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Pack 3 Pick 14: Flowstone Kavu
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.