Danitha, Benalia's Hope
4.0 So, even if she didn’t do the Aura stuff, a 5-mana 4/4 with all these keywords is probably a B. to get full value out of her ETB ability, you probably want to be getting something back from the graveyard, that way you’re actually getting a card back, instead of just getting a discount on one in your hand. Either way though, she’s going to be really good. There aren’t quite enough good Auras and Equipment in this set for her to get a bomb grade, though.
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.
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.
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!
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!
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.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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
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.”
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.
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
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 1 Pick 2: Knight of Dusk's Shadow
Vohar, Vodalian Desecrator
3.5 A two mana ½ that loots is a card you usually play, so the upside of draining the opponent sometimes and letting you cast spells out of your graveyard is really nice. It is pretty neat that they made UB a spell deck this time around too – it is sort of a spells/graveyard deck.
Dragon Whelp
3.5 This is a reprint, and it is a pretty good Limited card! 4-mana for a ⅔ Flyer isn’t amazing, but Firebreathing does some serious work here. You’re not normally going to be buffing it so much that it gets sacrificed anyway – unless it is going to kill your opponent, and you can still do that!
Knight of Dusk's Shadow
3.5 Like its White counterpart, this is a very strong Uncommon. While I do think First Strike is a bit better than Menace, the fact that this can buff its stats is still a big deal, and makes it difficult to interact with in combat. Nerfing Life gain certainly matters too!
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.
Haunted Mire
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
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.
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!
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
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Pack 1 Pick 3: Tribute to Urborg
Tatyova, Steward of Tides
3.5 While I think I prefer the Tatyova we saw on the last visit to Dominaria, they did give her another strong signpost Uncommon here! Animating your lands when they enter the battlefield is quite strong, especially because they’ll fly! Obviously enough, UG is about ramping and lands, and she fits in quite nicely there. It looks like the color pair has a good amount of support overall. The downside is, she is basically just going to be a vanilla 3-mana 3/3 until you get that 7th land, and that definitely limits her.
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.
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.
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
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
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.
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.
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!
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.
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Pack 1 Pick 4: Captain's Call
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!
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.
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.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
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.
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
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
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
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.
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.
Pack 1 Pick 5: Sunlit Marsh
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.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
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
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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.
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
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
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.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 1 Pick 6: Argivian Phalanx
Plaza of Heroes
0.0 This format has a lot of legendaries in it, but I don’t feel like it has enough to run this in 99% of decks. Sure, it has a fail case of adding colorless, but that can do some significant damage to your mana base. You need this to be adding some sort of colored mana, or you’re going to be in trouble, even with the additional legendary upside
Elvish Hydromancer
3.5 This is pretty mediocre when you don’t kick it, but the Kicker upside makes it well worth running in any deck that makes both Green and Blue mana. Copying a creature late is sweet, and in a pinch it can even copy itself – in which case you’re paying 7 mana for two 3/2s – which isn’t great, but that’s kind of the floor of this thing. Ramp is definitely around in the format, but this might still be a little too slow to be amazing.
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.
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.
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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.
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 1 Pick 7: Love Song of Night and Day
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.
Love Song of Night and Day
3.0 I think you’ll frequently want to skip Chapter I here, since it does benefit your opponent as well as you, and really they come out ahead in most ways, since you spent mana and a card and they just got to draw 2 cards for 0 mana! Sometimes you’ll do chapter I, like if you’re desperate for a specific card or really need some gas – but the good news is, just getting chapter II and chapter III is plenty fo value for the investment.
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.
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
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.
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.
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.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Pack 1 Pick 8: Phyrexian Rager
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.
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
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
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
Pack 1 Pick 9: Battlefly Swarm
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.
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!
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!
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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.
Pack 1 Pick 10: Samite Herbalist
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.
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!
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.
Keldon Strike Team
3.5 This looks really good to me. If you don’t kick it, it is a 3-mana 3/1 with Haste that gives Haste to your whole board the turn it comes down. Then, when you kick it, you pay 5 mana for 5/3 worth of stats spread across three bodies. This gets an extra bonus from the fact that RW especially really wants to go wide. Also keep in mind, because it has Haste it can actually be Enlisted the turn it comes down, unlike most creatures. So yeah, seems like a really good Common to me.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Pack 1 Pick 11: Crystal Grotto
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.
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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 1 Pick 12: Take Up the Shield
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.
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.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Pack 1 Pick 13: Toxic Abomination
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.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 1 Pick 14: Yavimaya Sojourner
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Pack 2 Pick 1: Cut Down
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.
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.
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.
Cut Down
4.0 This seems like premium removal. It can kill a whole lot of things that cost more than one mana, and sometimes it will really trade up. It can kill most one, two, and three drops – and a fair bit of cards higher up on the curve too! It can get blanked by a pump spell or something, but that’s true of a lot of really cheap removal – look at Lightning Bolt. The fact this is an Instant is pretty sweet too.
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!
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.
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
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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
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.
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.
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
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.
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.
Pack 2 Pick 2: Evolved Sleeper
Evolved Sleeper
4.5 This is really good. The stats aren’t super impressive. Paying 4 mana for a 3/3 with Death touch isn’t amazing, but you do pay it in installments – and what really makes the card good is that last ability which is a pretty insane mana sink! Your Sleeper gets bigger, and you draw a bunch of extra cards. That’s going to close out a lot of games! The downside for the card is its fragility and relative inefficiency in the earlier part of the game, but I still think it does enough to get into the lower bomb range. Left unchecked, that last ability will win you games.
Tori D'Avenant, Fury Rider
3.5 Attacking with this is going to be pretty awesome on most boards, as the buffs it offers yoru creature are enough to really make them great attackers. The downside is you have a Gray Ogre that can die relatively easy in combat, but chances are good that attacking with it will be worth it. As long as it trades while buffing your whole board, you’re going to feel good about it.
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
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
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.
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.
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.
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
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.
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
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Pack 2 Pick 3: Defiler of Faith
Defiler of Faith
4.5 A 5-mana 5/5 with VIgilance is already a 3.5 at the very worst, and then the two abilities are of course quite good. Making your spells cheaper and generating tokens is a good way to win games. Like with all of these, the more mono-colored and permanent-heavy you can go the better, but even if they only make about half of your permanent spells way better, that’s plenty.
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!
Monstrous War-Leech
2.0 The ceiling for this card is just that it is a really efficient vanilla creature. That’s not super impressive to me. You’re going to need to have some other reasons to mill yourself to really want to play this, since it can enable other self-mill payoffs – and you’re going to need them, since this isn’t a great one. It also feels like mana values are a little lower than usual in this set as a result of all the Kicker, so this really may not be well-positioned for the format.
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.
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.
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
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!
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.
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
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.
Pack 2 Pick 4: Argivian Cavalier
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
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.
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.
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.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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.
Argivian Cavalier
3.5 This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
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
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.
Pack 2 Pick 5: Urborg Repossession
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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
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
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.
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.
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.
Pack 2 Pick 6: Tattered Apparition
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.
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.
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.
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.
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
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
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
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 2 Pick 7: Sunlit Marsh
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.
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
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.”
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
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.
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
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
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
Pack 2 Pick 8: Cut Down
Cut Down
4.0 This seems like premium removal. It can kill a whole lot of things that cost more than one mana, and sometimes it will really trade up. It can kill most one, two, and three drops – and a fair bit of cards higher up on the curve too! It can get blanked by a pump spell or something, but that’s true of a lot of really cheap removal – look at Lightning Bolt. The fact this is an Instant is pretty sweet too.
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.
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.
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.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
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
Pack 2 Pick 9: Sunlit Marsh
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.
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
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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
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.
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 2 Pick 10: Argivian Phalanx
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
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.
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.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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 11: Sunlit Marsh
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.
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
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!
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Pack 2 Pick 12: Urborg Repossession
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.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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 2 Pick 13: Coalition Skyknight
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
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.
Pack 2 Pick 14: Balduvian Atrocity
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.
Pack 3 Pick 1: Knight of Dusk's Shadow
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.
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.
Knight of Dusk's Shadow
3.5 Like its White counterpart, this is a very strong Uncommon. While I do think First Strike is a bit better than Menace, the fact that this can buff its stats is still a big deal, and makes it difficult to interact with in combat. Nerfing Life gain certainly matters too!
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
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.
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Bite Down
3.5 Man, there was a day where the sorcery speed version of this was super good removal – and now we are getting it at Instant speed! And its premium removal for sure. This type of effect is always far better than a fight effect, because your creature only needs to be as big as the creature it damages, instead of bigger. There’s always risk with these Green removal spells of course, largely because your opponent removing your creature is a huge blow out, so you do have to pick your spots. Because its an Instant, you can find more windows where it is safe to use. This is one of the best Green commons.
Haunted Mire
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
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?
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.
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.
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
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.
Pack 3 Pick 2: Splatter Goblin
Caves of Koilos
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.
Zar Ojanen, Scion of Efrava
3.5 This is another very sweet signpost Uncommon. Its ability will trigger when you attack – or if you Enlist – and that’s great. Now, actually buffing Zar himself isn’t going ot be easy, since you would need a full 5 basic land types, but the ability will be able to buff a huge chunk of your board in a lot of situations. Obviously you can’t do it over and over b because the creatures will get too big, but buffing all of yoru 2/2s and smaller seems like it will go down a decent chunk of the time, and that’s going to be plenty strong.
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
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.
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.
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
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.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Griffin Protector
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.
Monstrous War-Leech
2.0 The ceiling for this card is just that it is a really efficient vanilla creature. That’s not super impressive to me. You’re going to need to have some other reasons to mill yourself to really want to play this, since it can enable other self-mill payoffs – and you’re going to need them, since this isn’t a great one. It also feels like mana values are a little lower than usual in this set as a result of all the Kicker, so this really may not be well-positioned for the format.
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.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
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.
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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
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.
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.
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.
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.
Pack 3 Pick 4: Urborg Repossession
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.
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.
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.
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
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!
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.
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.
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
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.
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.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Pack 3 Pick 5: Resolute Reinforcements
Rivaz of the Claw
3.0 It doesn’t look like there’s enough Dragons in this set for most of the text on this to matter, but it has a baseline as a 3-mana 3/3 with Menace, which is something you always play. So, even if you only have 1 other Dragon in your deck, you’re dealing with a really efficient creature that will sometimes do super powerful stuff, like let you cast a Dragon from the graveyard, or ramp into a big scary dragon.
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!
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.
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.
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.
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.
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.
Writhing Necromass
2.0 Casting this for 5 seems pretty doable, and in some decks you can cast it even more easily! Of course, the flipside is that sometimes it will be challenging to get a good deal on this card.
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
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.
Pack 3 Pick 6: Juniper Order Rootweaver
Yotia Declares War
2.0 This doesn’t seem amazing, mostly because this format has a serious shortage of Artifacts. This really takes away the modality of this particular Read Ahead Saga, because you basically always need to start with Chapter I, because you’re not ultra likely to have an artifact in play to trigger the other stuff. I think you can really only count on this making a 0/2 Thopter, pinging something, and letting that Thopter attack as a 4/4. That’s pretty good for two mana, even if you have to wait – and obviously if you do manage to get some decent Artifacts to support this it gets a lot better. Your opponent can of course kill the Thopter before chapter II or III, but at least you’re trading 1-for-1…so it isn’t a disaster
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.
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.
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
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.
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
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.
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.
Bite Down
3.5 Man, there was a day where the sorcery speed version of this was super good removal – and now we are getting it at Instant speed! And its premium removal for sure. This type of effect is always far better than a fight effect, because your creature only needs to be as big as the creature it damages, instead of bigger. There’s always risk with these Green removal spells of course, largely because your opponent removing your creature is a huge blow out, so you do have to pick your spots. Because its an Instant, you can find more windows where it is safe to use. This is one of the best Green commons.
Pack 3 Pick 7: Love Song of Night and Day
Urza Assembles the Titans
0.0 This is unplayable in Limited. Planeswalkers are only at Mythic Rare in this set, so the various effects this has are almost always meaningless. Paying 5 to Scry 4 is not what you want to be doing! Even if you have 2 Planeswalkers by some stroke of luck, this is still bad.
Love Song of Night and Day
3.0 I think you’ll frequently want to skip Chapter I here, since it does benefit your opponent as well as you, and really they come out ahead in most ways, since you spent mana and a card and they just got to draw 2 cards for 0 mana! Sometimes you’ll do chapter I, like if you’re desperate for a specific card or really need some gas – but the good news is, just getting chapter II and chapter III is plenty fo value for the investment.
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
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
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
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
Pack 3 Pick 8: Phyrexian Vivisector
Sengir Connoisseur
3.0 Every time we see one of these 5-mana 3/3 Flyer that grows when something happens, they tend to underperform. The big problem is the high cost and the fact it can easily die to two or three mana removal, which is a real hit to the tempo. One nice thing here, is that you can play her in your first main phase when you have trades to offer, and then your opponent is put in kind of an ugly place, but I still envision this being harder to get going than it looks. I’m not saying it is bad, mind you – just not a super high quality Uncommon.
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!
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.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
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.
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 3 Pick 9: Shadow Prophecy
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.
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.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
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?
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.
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.
Pack 3 Pick 10: Benalish Sleeper
Caves of Koilos
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.
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.
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.
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.
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.
Pack 3 Pick 11: Urborg Repossession
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.
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
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.
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.
Pack 3 Pick 12: Protect the Negotiators
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.
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.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Pack 3 Pick 13: Shield-Wall Sentinel
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.
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 3 Pick 14: Salvaged Manaworker
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.