Llanowar Loamspeaker
3.5 I am already sold on a two mana ⅓ that can tap for mana of any color – that’s a card you just always play! It does come with the ability to animate lands too, which adds an ability to pressure the opponent with in the mid to late game. Those sorts of abilities are never that impressive. In the early game you don’t use the ability because you want to be ramping, and in the late game making a 3/3 isn’t going to be super impressive, though there will be some boards where you can just send that land in every turn and the best your opponent can do is trade, but more often than not that second ability will be negligible.
Queen Allenal of Ruadach
3.5 Looks like another very nice signpost Uncommon. It will often be big enough to be reasonably efficient, and the extra tokens it can generate will be nice. There’s lots of support for tokens in the format!
Relic of Legends
2.0 Most three mana mana rocks, even those that tap for any color, aren’t great in Limited. This could end up being better if the format is slow enough, but playing something like this on turn three can put you in really bad shape. This does come with the additional upside of producing a ton of extra mana, though – provided you have legendary creatures to tap. It feels like there is probably a legendary heavy ramp deck out there that can really use this to ramp, but I think you cut it a lot.
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!
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.
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
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
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.
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.
Contaminated Aquifer
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
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.
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 1 Pick 2: Territorial Maro
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.
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.
Territorial Maro
1.5 This references an old card that itself referenced Mark Rosewater, so that’s funny! The card doesn’t seem great to me though. It will be a 5-mana 4/4 reasonably often, and even when you do manage to set up Domain pretty well, it is still a huge vanilla creature at best, and that often isn’t enough to get the job done. There are better domain payoffs out there than this.
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.
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
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.
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.
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.
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.
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
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.
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.
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 3: Electrostatic Infantry
Garna, Bloodfist of Keld
4.0 Unsurprisingly, this signpost Uncommon is great! It has passable stats and a very powerful ability. It makes your opponent’s life super difficult if you’re attacking them, because trades are suddenly awful for them, all turning into 2-for-1s. Even if you aren’t the aggressor, pinging the opponent every time something dies is good too. In a set filled with powerful signpost Uncommons, Garna seems like one of the best.
Electrostatic Infantry
3.5 This looks like one of the premiere payoffs for spell decks in this format. We’ve seen tramplers that get counters from spells in the past, but never one that is this efficient as a base. Obviously this is something of a build around, but it slots in so easily into UR decks that I don’t really think a build around grade is necessary. What’s nice is, even in your typical Red deck in the format that has 4 or 5 spells, it is passable.
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!
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.
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
Sunbathing Rootwalla
2.0 This has a baseline as a bear, and obviously has some upside that can really matter later in the game. Even if you’re just a two-color deck, the ability will be pretty solid – though certainly overcosted
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.
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.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
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
Pack 1 Pick 4: Colossal Growth
Raff, Weatherlight Stalwart
3.5 This looks like a strong signpost Uncommon. Tapping things to draw extra cards sounds good to me, and then he comes with a nice ability for buffing the whole board. Basically, both of his effects are about going wide as possible and reaping the benefits.
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.
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.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
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.
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
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.
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.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
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
Pack 1 Pick 5: Balduvian Berserker
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.
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
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
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.
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.
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
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.
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.
Pack 1 Pick 6: Sulfurous Springs
Sulfurous Springs
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.
Slimefoot's Survey
2.0 This is a pretty sweet ramp spell. Most of the time, casting this is likely to give you Domain of 3 – so you end up paying 5 to ramp significantly and fix, and then get some pretty good card selection. With Domain being a thing, this is both an enabler and a payoff too! Now, the downside here is real – and that is that this is really clunky. Paying 5 on your turn and not adding to the board has been a really bad plan in most Limited formats of late. I love this card, but I’m a bit skeptical it will work out. If the format ends up being as slow as 2018’s Dominaria, it is going to be great – but if it is the speed of your average format? It might be a disaster.
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.
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.
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.
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
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
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.
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.
Pack 1 Pick 7: Balduvian Berserker
Resolute Reinforcements
3.0 So, this is basically a creature-based version of Raise the Alarm – and Raise the Alarm is always pretty solid. Making it a creature is better in most ways, because it means you can abuse its enter the battlefield ability, and your opponent also can’t just bounce it and make it disappear. Two mana for 2/2 of stats at instant speed is a nice deal!
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
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
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.
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?
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
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.
Pack 1 Pick 8: Viashino Branchrider
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.
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.
Idyllic Beachfront
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
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
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.
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 1 Pick 9: Magnigoth Sentry
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.
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
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
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 1 Pick 10: Automatic Librarian
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.
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
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.
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
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 11: Thrill of Possibility
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
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.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Pack 1 Pick 12: Snarespinner
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.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
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.
Pack 1 Pick 13: Coalition Warbrute
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
Pack 1 Pick 14: Slimefoot's Survey
Slimefoot's Survey
2.0 This is a pretty sweet ramp spell. Most of the time, casting this is likely to give you Domain of 3 – so you end up paying 5 to ramp significantly and fix, and then get some pretty good card selection. With Domain being a thing, this is both an enabler and a payoff too! Now, the downside here is real – and that is that this is really clunky. Paying 5 on your turn and not adding to the board has been a really bad plan in most Limited formats of late. I love this card, but I’m a bit skeptical it will work out. If the format ends up being as slow as 2018’s Dominaria, it is going to be great – but if it is the speed of your average format? It might be a disaster.
Pack 2 Pick 1: Yavimaya Iconoclast
Guardian of New Benalia
4.0 This looks quite good. A two mana 2/2 with Enlist is already something you’d always play, because it is a creature that can really hit hard, meaning it can attack on a wider variety of board states. So, adding the Scry and Indestructible upside makes this a really good card, because it can grow its power and be a relevant attacker every turn, and when you can back it up with an effect that allows it to become indestructible, that’s a big deal! Note, by the way, the tap here is not part of the cost, it is part of the effect – so it can become indestructible even when attacking – and that’s kind of the whole point.
Rona, Sheoldred's Faithful
3.5 Making your opponent’s life total go down just by casting spells is pretty nice – as is the fact that you can bring Rona back from the graveyard. It is a bit costly of course, and isn’t the kind of thing you should just always do when she dies, but in the late game if you’re flooding out, it does give you something fine to do with your mana.
Rona's Vortex
3.0 This looks pretty good. We don’t often get one mana instant speed bounce spells, and the upside here turns into a time ebb effect – which is one-for-one removal! Seems like it will be easy to blow out a variety of situations with it too, as leaving up one Blue is pretty easy. Like with most of these, it is playable even if you don’t have any Black at all, but ideally you can splash Black at least.
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.
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.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very 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
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.
Citizen's Arrest
3.0 This seems like it is in the lower range of “premium” removal. These sorts of cards seem to be getting worse these days, since so many creatures have ETB abilities. Still, it can deal with any creature or planeswalker, and that’s nice! The double White is a bit of a downer too, as you can’t splash it. But yeah, sounds like I’m super down on it - and I guess I am, at least with how good these type of effects used to be. But this is still one of White’s best Commons!
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.
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.
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.
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
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 2: Mossbeard Ancient
Nael, Avizoa Aeronaut
3.0 This might be the signpost Uncommon I’m the most disappointed in – don’t get me wrong, it is still pretty nice. After all, its a 4-mana 2/4 with Flying that has some real upside! But I do think the upside is underpowered compared to the rest of these signposts. If you don’t have a full five land types, it just gives you a bit of card selection. And that’s nice, for sure, but certainly not that strong, especially because he has to get in for damage. If you do have a full five land types he gets to be pretty crazy, though.
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.
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.
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
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
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.
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.
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.
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.
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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
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.”
Pack 2 Pick 3: Sunbathing Rootwalla
Aron, Benalia's Ruin
4.0 Overall, this is a pretty good card – but it does have kind of an awkward ability. Pumping your whole board is great – and an ability you want to be going wide for – but you have to sacrifice a creature..which means your board will have one less creature. There are definitely expendable bodies around, but the ability still feels a little weird. Still a good card overall, though. I mean, it is a 3-mana 3/3 with Menace with pretty big upside.
Cult Conscript
3.5 Notably, this thing can block. Not the turn it comes into play or comes back from the graveyard, but still – the ability to block on a 2-power recursive creature definitely matters! Bringing a 2/1 back over and over against is a decent thing to be doing in a game of Limited, especially because you can play this on turn one and it can do some work. This will be especially nice in any deck that can get extra value out of bringing it back over and over again – like decks utilizing Sacrifice effects, where it can be pretty interesting.
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.
Idyllic Beachfront
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
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.
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.
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
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
Contaminated Aquifer
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
Sunbathing Rootwalla
2.0 This has a baseline as a bear, and obviously has some upside that can really matter later in the game. Even if you’re just a two-color deck, the ability will be pretty solid – though certainly overcosted
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.
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 2 Pick 4: Flowstone Infusion
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!
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.
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.
Bone Splinters
2.0 We have seen this card many a time, and its always fine. Obviously one mana to kill something is really nice, but the requirement to sacrifice a creature is enough to keep it from being anywhere close to premium. Obviously, there are black decks in the format that are going to be able to make really good use of this – especially BW and BR, both of which like it when things die. It is pretty dangerous to run more than one copy of this too, since it is as situational as it is.
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.
Idyllic Beachfront
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
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.
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
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.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
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.
Pack 2 Pick 5: Linebreaker Baloth
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.
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.
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
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.
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.
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.
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.
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.
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?
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Pack 2 Pick 6: 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.
Shalai's Acolyte
3.5 This is the kind of Kicker creature that is sneaky good in Limited. Neither mode of the card is that impressive a – a 5-mana ¾ Flyer or a 7 mana ⅚ Flyer – but the modality is a big deal, and neither mode is terrible either. If you need to play it early, you won’t be ashamed to, and when you cast it late it might be a bit inefficient, but it is pretty likely to be the beefiest flyer on the board.
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.
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.
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.”
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.
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
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.
Pack 2 Pick 7: Yavimaya Steelcrusher
Shalai's Acolyte
3.5 This is the kind of Kicker creature that is sneaky good in Limited. Neither mode of the card is that impressive a – a 5-mana ¾ Flyer or a 7 mana ⅚ Flyer – but the modality is a big deal, and neither mode is terrible either. If you need to play it early, you won’t be ashamed to, and when you cast it late it might be a bit inefficient, but it is pretty likely to be the beefiest flyer on the board.
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.
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
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?
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.
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.
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.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
Pack 2 Pick 8: Wooded Ridgeline
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.
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.
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.
Citizen's Arrest
3.0 This seems like it is in the lower range of “premium” removal. These sorts of cards seem to be getting worse these days, since so many creatures have ETB abilities. Still, it can deal with any creature or planeswalker, and that’s nice! The double White is a bit of a downer too, as you can’t splash it. But yeah, sounds like I’m super down on it - and I guess I am, at least with how good these type of effects used to be. But this is still one of White’s best Commons!
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.
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
Bone Splinters
2.0 We have seen this card many a time, and its always fine. Obviously one mana to kill something is really nice, but the requirement to sacrifice a creature is enough to keep it from being anywhere close to premium. Obviously, there are black decks in the format that are going to be able to make really good use of this – especially BW and BR, both of which like it when things die. It is pretty dangerous to run more than one copy of this too, since it is as situational as it is.
Pack 2 Pick 9: Deathbloom Gardener
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.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very 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
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.
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.
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.
Pack 2 Pick 10: Barkweave Crusher
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.
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
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.
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Pack 2 Pick 11: Coalition Warbrute
Aron, Benalia's Ruin
4.0 Overall, this is a pretty good card – but it does have kind of an awkward ability. Pumping your whole board is great – and an ability you want to be going wide for – but you have to sacrifice a creature..which means your board will have one less creature. There are definitely expendable bodies around, but the ability still feels a little weird. Still a good card overall, though. I mean, it is a 3-mana 3/3 with Menace with pretty big upside.
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.
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.
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.
Pack 2 Pick 12: Bog Badger
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.
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.
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.
Pack 2 Pick 13: Flowstone Kavu
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
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.
Pack 2 Pick 14: Aggressive Sabotage
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.
Pack 3 Pick 1: Defiler of Vigor
Defiler of Vigor
5.0 This has great base stats and a powerful payoff for casting spells of a particular color and can effectively let you turn one mana in your permanents casting costs into Phyrexian mana! Then, casting Green permanents gives you a pretty insane trigger, putting +1/+1 counters on the whole board.
Uurg, Spawn of Turg
3.5 Like all the signpost Uncommons in this set, this is quite good. It starts out a bit small, but the card selection/graveyard-loading ability it brings is actually pretty nice, especially because it synergizes with graveyard stuff to begin with. The ability to give up lands for life will come up some too, though most of the value here is from the upkeep trigger.
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.
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.
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.
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.
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.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
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.
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
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.
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
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.
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.
Pack 3 Pick 2: Magnigoth Sentry
Lagomos, Hand of Hatred
3.5 This seems really good. I mean, you’re almost never going to get the tutor effect going, but that’s fine – generating a 2/1 with Haste and Trample every turn gives you a free attack every turn, as well as a body for various other sacrifice effects in the format. When you do get to tutor up any card in your deck it is going to feel good, though most of the time when that happens it will mean something didn’t go so well. But at least it helps you rebuild!
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.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
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.”
Bone Splinters
2.0 We have seen this card many a time, and its always fine. Obviously one mana to kill something is really nice, but the requirement to sacrifice a creature is enough to keep it from being anywhere close to premium. Obviously, there are black decks in the format that are going to be able to make really good use of this – especially BW and BR, both of which like it when things die. It is pretty dangerous to run more than one copy of this too, since it is as situational as it is.
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
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.
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.
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.
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!
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!
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.
Pack 3 Pick 3: Elfhame Wurm
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!
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!
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.
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.
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.
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.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
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.
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.
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.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
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 3 Pick 4: Linebreaker Baloth
Raff, Weatherlight Stalwart
3.5 This looks like a strong signpost Uncommon. Tapping things to draw extra cards sounds good to me, and then he comes with a nice ability for buffing the whole board. Basically, both of his effects are about going wide as possible and reaping the benefits.
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.
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.
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
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.
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
Contaminated Aquifer
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
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.
Pack 3 Pick 5: Lightning Strike
Aron, Benalia's Ruin
4.0 Overall, this is a pretty good card – but it does have kind of an awkward ability. Pumping your whole board is great – and an ability you want to be going wide for – but you have to sacrifice a creature..which means your board will have one less creature. There are definitely expendable bodies around, but the ability still feels a little weird. Still a good card overall, though. I mean, it is a 3-mana 3/3 with Menace with pretty big upside.
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.
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.
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
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.
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!
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.
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
Pack 3 Pick 6: Strength of the Coalition
Relic of Legends
2.0 Most three mana mana rocks, even those that tap for any color, aren’t great in Limited. This could end up being better if the format is slow enough, but playing something like this on turn three can put you in really bad shape. This does come with the additional upside of producing a ton of extra mana, though – provided you have legendary creatures to tap. It feels like there is probably a legendary heavy ramp deck out there that can really use this to ramp, but I think you cut it a lot.
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.
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.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
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.
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
Citizen's Arrest
3.0 This seems like it is in the lower range of “premium” removal. These sorts of cards seem to be getting worse these days, since so many creatures have ETB abilities. Still, it can deal with any creature or planeswalker, and that’s nice! The double White is a bit of a downer too, as you can’t splash it. But yeah, sounds like I’m super down on it - and I guess I am, at least with how good these type of effects used to be. But this is still one of White’s best Commons!
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.
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.
Pack 3 Pick 7: Elfhame Wurm
Hero's Heirloom
2.5 This is a decentish piece of Equipment even without the Legendary upside. 2 to play and 2 to equip for this boost is probably a C- at worst So, the legendary upside is pretty nice! You won’t end up with a ton of legendaries, it should be noted, but there are a decent number of Uncommon, so you’ll end up with more than you would in most formats. Your typical deck will probably have like 2 legendaries, but when you do play them and equip this, they are going to be scary!
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.
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
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.
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.
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 3 Pick 8: Colossal Growth
Jhoira, Ageless Innovator
1.0 // 3.0 This seems like a buildaround. There are artifacts in the set, but not enough to make an Artifact payoffs super easy to use. She does have a decent baseline as a two mana ⅔, but if her ability is irrelevant in your deck, you probably don’t really want to player, as actuallyc asting her on turn two can be a bit rough with her mana requirements. Obviously paying 0 mana for a two mana artifact is great, but it just won’t line up enough.
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.
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.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
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.
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!
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.
Pack 3 Pick 9: Uurg, Spawn of Turg
Uurg, Spawn of Turg
3.5 Like all the signpost Uncommons in this set, this is quite good. It starts out a bit small, but the card selection/graveyard-loading ability it brings is actually pretty nice, especially because it synergizes with graveyard stuff to begin with. The ability to give up lands for life will come up some too, though most of the value here is from the upkeep trigger.
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.
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.
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.
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
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
Pack 3 Pick 10: Flowstone Infusion
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.
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.
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.
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.
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 11: Deathbloom Gardener
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.
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.
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.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Pack 3 Pick 12: Thrill of Possibility
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.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
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.
Pack 3 Pick 13: Coalition Warbrute
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.
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.
Pack 3 Pick 14: Charismatic Vanguard
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.