Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Rosethorn Acolyte
2.5 So, the Acolyte’s Adventure effect is one of the more underwhelming ones around, essentially just letting you filter mana. But hey, sometimes that does matter. Most of the time though you’re going to get value out of it being a creature, as a 3-mana 2/3 that fixes and ramps for you is a pretty nice thing to have around.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Opt
2.0 Opt is pretty much the definition of a fine but easily cuttable Limited card. It gives you some card selection, but doesn’t impact the board or give you card advantage. This set doesn’t really have a spell theme, or it would be a little better.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Crystal Slipper
1.5 The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Maraleaf Pixie
3.5 Everything this does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties.
Improbable Alliance
3.5 This is a powerful engine for UR decks. It is also nice that it can start cranking out the Faeries on its own, once you get to the 6 mana activated ability anyway – and that is certainly an advantage it has over other payoffs for drawing extra cards. UR decks will have enough ways to draw extra cards, though, that it shouldn’t be too difficul to get Faeries out of this a few times a game, and that’s no joke – Faerie tokens can really end games. It is hard to stop a bunch of flyers!
Deafening Silence
0.0. This is unplayable, because it was printed to be a sideboard card in constructed formats. Most opponents just won’t have enough non-creature spells for this to do anything relevant.
Midnight Clock
3.0 So this gets a counter every single upkeep, and if the game goes long enough lets you completely reload your hand, at which point you probably win. Of course, that takes a pretty darn long time. The fact that it is a mana rock in the mean time, AND the fact that you can actually use mana that it produces to add more counters to it is pretty nice too. I think more controlling decks in the format will actually be happy to play this. It certainly won’t be for every deck, though, so keep that in mind.
Pack 1 Pick 2: Loch Dragon
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Faerie Guidemother
3.5 The Adventure side of this lets you get in for some damage in the air, something that can be pretty nice early, and something that can close out games late. Then, it can come down as a 1/1 flyer itself. The whole package here ends up being pretty good in aggro decks.
Smitten Swordmaster
2.5 If your deck has lots of Knights in it, his Adventure can be absolutely devastating – and this becomes even more true because you don’t even use up a card to do it! Effects like that often aren’t awesome, because if you aren’t killing your opponent with them, you are going down a card to not have a direct effect on the board – but this guy can come down as a 2-mana 2/1 with Lifelink, which is already a pretty decent card – especially with the Knight creature type. I mean, if we think of this as a 3-mana 2/1 with lifelink that does 1 to the opponent for each Knight – that would be a pretty high quality card, and this is better than that in some ways!
Seven Dwarves
1.0 // 2.5 A vanilla two mana 2/2 doesn’t usually make your deck these days unless you are desperate for a two-drop. Obviously though, the more of these you get, the better they are. Getting 7 of this probably won’t be that easy, but I think with 3-5 -- which is more realistic, you’re looking at a decent card.
Locthwain Paladin
2.0 4-mana for a 3/2 with Menace isn’t a great rate but is almost passable. Obviousy, though, this comes with additional upside thanks to Adamant – and a 4-mana 4/3 with Menace is some serious business.
Bloodhaze Wolverine
2.5 A two-mana 2/1 isn’t so good these days, but it is the kind of card you’ll run when you really need a two-drop. But this does something extra – gaining +1/+1 and First Strike is no joke, it makes the Wolverine go from an easy card to block, to being a creature that it is hard to block profitably in any way. If you have something like Opt, you can even do it at Instant speed, making for a pretty nasty trick.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Loch Dragon
4.0 This card is pretty nice, a 4-mana 3/2 Flyer is always a playable card in Limited, though not exciting. Then, you add the fact that you get to rummage with it when it comes into play and when it attacks, and you’re looking at a card that can not only beat your opponent down in the sky, but you’re looking at one that can also help you drastically improve your draws throughout the game.
Overwhelmed Apprentice
2.5 This sort of reminds me of Thraben Inspector, in that it is a one mana ½ that brings considerably additional value. It smooths out your draws and also mills your opponent, and that feels pretty good all game long.
Shepherd of the Flock
3.0 A two-mana 3/1 is usually alright, and this comes with some additional value thanks to the Adventure half. This isn’t a card where the Adventure half will always become useful at some point in the game -- and most of the time this will just be a two mana 3/1. But, there is some real upside in returning your own stuff to your hand. There’s the usual stuff -- getting rid of your opponent’s aura-based removal, doing it in response to a removal spell, and abusing ETB abilities. But, in this set, you can also use it to get another use out of an Adventure, and all of that together seems like solid upside to me.
Pack 1 Pick 3: Epic Downfall
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Charmed Sleep
3.0 This is a nice removal spell for Blue decks. This has all the problems Aura-based removal tends to have of course -- bounce spells and sacrifice effects make it look pretty bad, and it doesn’t turn off static abilities.
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Tuinvale Treefolk
2.5 Like a lot of these adventure cards at common, if we look at each part of the card and imagine it as JUST that, neither half is very good. But, like all of these, it has the potential to do both of those things, and that’s not a bad way to be spending your mana. Getting a full two cards worth of value out of this single card seems very doable, and I think this will be a nice big boy to have at the top of your curve, since it can make your guys bigger too.
Mystic Sanctuary
2.5 If your deck has 10+ Islands in it, you’ll run this so that you can put removal back on top of your library.
Epic Downfall
4.0 This is a premium removal. You are guaranteed to always trade up with it, and I really like that. Sure, it can’t kill little guys, but all decks will have plenty of creatures with CMC 3 or higher, and this will feel great when you cast it.
Castle Locthwain
3.5 Like all of the Castles, it is a decent land to have early, but in the late game it does something very useful – drawing cards for 3 mana is awesome. And sure, you might lose life, but the ideal time to use this will be when you’re in top deck mode anyway, so basically this land is Phyrexian Arena. Yes, that’s an exaggeration, but I think an apt comparison of how good this card is.
Pack 1 Pick 4: Smitten Swordmaster
Queen of Ice
2.5 This is no Frost Lynx, but it can do a pretty good impression. Like with all ADventures, you have lots of different ways you can use this. You can cast each half on separate turns, or -- if you get it later in the game, you can play this as a 5-mana ⅔ that taps down one of your opponent’s creatures for a turn. That’s not awesome, but it is nice that it can work that way late. She also makes sure to give you some value, even when she chump blocks, since she’ll lock that creature down for a turn at least.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Smitten Swordmaster
2.5 If your deck has lots of Knights in it, his Adventure can be absolutely devastating – and this becomes even more true because you don’t even use up a card to do it! Effects like that often aren’t awesome, because if you aren’t killing your opponent with them, you are going down a card to not have a direct effect on the board – but this guy can come down as a 2-mana 2/1 with Lifelink, which is already a pretty decent card – especially with the Knight creature type. I mean, if we think of this as a 3-mana 2/1 with lifelink that does 1 to the opponent for each Knight – that would be a pretty high quality card, and this is better than that in some ways!
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Mystical Dispute
1.5 A 3-mana Mana Leak is close to unplayable in Limited. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, though.
All That Glitters
1.0 The UW deck in this format is focused on having artifacts and enchantments which is nice and all, but this doesn’t seem like the payoff you want. It has the downside of most auras, in that it opens you up to a bad 2-for-1, and in addition to that, it isn’t going to be very good in the early game, even if you ARE an artifact/enchantment deck. Sometimes Auras that are ultra aggressive early can be good, because they make your creature do so much extra damage that it doesn’t matter when you get 2-for-1’d. This won’t be one of those most of the time.
Irencrag Feat
0.0 Ritual effects are just not worth it in Limited. They’re situational, and they’re also card disadvantage. Don’t play this.
Pack 1 Pick 5: Smitten Swordmaster
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
Smitten Swordmaster
2.5 If your deck has lots of Knights in it, his Adventure can be absolutely devastating – and this becomes even more true because you don’t even use up a card to do it! Effects like that often aren’t awesome, because if you aren’t killing your opponent with them, you are going down a card to not have a direct effect on the board – but this guy can come down as a 2-mana 2/1 with Lifelink, which is already a pretty decent card – especially with the Knight creature type. I mean, if we think of this as a 3-mana 2/1 with lifelink that does 1 to the opponent for each Knight – that would be a pretty high quality card, and this is better than that in some ways!
Vantress Paladin
2.5 The difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer is pretty big in terms of efficiency. This is a card that will be awesome in a deck that is mostly Blue, and a card that will be kind of ok in a deck that is at least half Blue.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Into the Story
1.0 // 3.0 So, is 7 mana to draw 4 at Instant speed playable? Honestly – it probably is in really controlling decks. It isn’t the most efficient thing ever, but drawing 4 cards with one card is a pretty real way to win a game. Obviously it will be horrible in and against aggressive decks. In the mill decks this can legit cost 4, and when you do that it will feel really good.
Pack 1 Pick 6: Lost Legion
Lost Legion
2.5 I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Gingerbread Cabin
2.5 If your deck has 10+ Forests in it, you’ll run this for the upside of getting Food, which might actually synergize more broadly with your deck.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Lonesome Unicorn
3.0 Neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance isn’t something you’d play and neither, and a 5-mana 3/3 with Vigilance.. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a really nice common for White.
Maraleaf Pixie
3.5 Everything this does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties.
Pack 1 Pick 7: Thunderous Snapper
Queen of Ice
2.5 This is no Frost Lynx, but it can do a pretty good impression. Like with all ADventures, you have lots of different ways you can use this. You can cast each half on separate turns, or -- if you get it later in the game, you can play this as a 5-mana ⅔ that taps down one of your opponent’s creatures for a turn. That’s not awesome, but it is nice that it can work that way late. She also makes sure to give you some value, even when she chump blocks, since she’ll lock that creature down for a turn at least.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Malevolent Noble
2.5 This guy is a serious underperformer. He isn’t BAD per se, but looking at him at first, I thought he would be a pretty powerful common. Being able to sacrifice your food or creatures to make him bigger seemed nice! And he starts out as a two-mana 2/2, so that’s not too bad! Problem is, having the mana and resources around to use his ability a lot just doesn’t happen much. He’s still fine, but he isn’t even close to one of Black’s best commons.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Thunderous Snapper
3.0 What you get here is a 4-mana 4/4 who draws you cards for big spells. Now, most Limited decks aren’t loaded up with 5 mana spells – since that would be a really bad idea for your curve – BUT, even if you just draw a single card off of this, you’re going to be happy, since you already have a reasonably efficient creature.
Pack 1 Pick 8: Merfolk Secretkeeper
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Specter's Shriek
0.5 Specter’s Shriek, while efficient, is going to be god awful against people not playing Black. One mana and a whole card are not worth taking away a card from your opponent in most scenarios. That’s 2-for-1ing yourself, and you’re doing it for something that doesn’t even affect the board! Now, I do think against opponent’s playing Black, it is reasonable to side in, especially if they are the kind of deck holding on to a bunch of cards.
Pack 1 Pick 9: Reaper of Night
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Crystal Slipper
1.5 The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too.
Deafening Silence
0.0. This is unplayable, because it was printed to be a sideboard card in constructed formats. Most opponents just won’t have enough non-creature spells for this to do anything relevant.
Pack 1 Pick 10: Locthwain Paladin
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Locthwain Paladin
2.0 4-mana for a 3/2 with Menace isn’t a great rate but is almost passable. Obviousy, though, this comes with additional upside thanks to Adamant – and a 4-mana 4/3 with Menace is some serious business.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Shepherd of the Flock
3.0 A two-mana 3/1 is usually alright, and this comes with some additional value thanks to the Adventure half. This isn’t a card where the Adventure half will always become useful at some point in the game -- and most of the time this will just be a two mana 3/1. But, there is some real upside in returning your own stuff to your hand. There’s the usual stuff -- getting rid of your opponent’s aura-based removal, doing it in response to a removal spell, and abusing ETB abilities. But, in this set, you can also use it to get another use out of an Adventure, and all of that together seems like solid upside to me.
Pack 1 Pick 11: Wicked Guardian
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Mystic Sanctuary
2.5 If your deck has 10+ Islands in it, you’ll run this so that you can put removal back on top of your library.
Pack 1 Pick 12: Mystical Dispute
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Mystical Dispute
1.5 A 3-mana Mana Leak is close to unplayable in Limited. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, though.
Irencrag Feat
0.0 Ritual effects are just not worth it in Limited. They’re situational, and they’re also card disadvantage. Don’t play this.
Pack 1 Pick 13: Vantress Paladin
Vantress Paladin
2.5 The difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer is pretty big in terms of efficiency. This is a card that will be awesome in a deck that is mostly Blue, and a card that will be kind of ok in a deck that is at least half Blue.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Pack 1 Pick 14: Fell the Pheasant
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Pack 2 Pick 1: Syr Konrad, the Grim
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Foreboding Fruit
2.0 Black card draw spells like this are pretty much always a reasonable inclusion as a one-of. The card on the face of it is a two-for-one, but you do have to be careful since it doesn’t impact the board at all, and sometimes doing this early can be dangerous when you could be playing a creature that will help you survive. The Adamant here is a nice bonus, but it doesn’t add a ton to the card – though it will be nice gaining life back after you cast this.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Charmed Sleep
3.0 This is a nice removal spell for Blue decks. This has all the problems Aura-based removal tends to have of course -- bounce spells and sacrifice effects make it look pretty bad, and it doesn’t turn off static abilities.
Fierce Witchstalker
3.5 A 4-mana 4/4 with Trample is a great rate in Limited. Then, this makes Food too, something that is heavily supported in this format -- especially in BG, and you have a very good Common.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Syr Konrad, the Grim
4.0 This feels like it should have been a rare, and not just because he is Legendary, but because he is so complex – and also pretty awesome. So a 5-mana 5/4 does alright on the vanilla test, and then this guy has an absolutely massive text box, which lets you damage the opponent any time a creature is put into the graveyard from someone’s hand or their library. Konrad is going to provide some nice late game reach for decks. His ability is pretty cheap, and gives you a chance to do between 0 and 2 damage every time you use it. If this format also has a graveyard deck, I think he will get better, since if you can take advantage of loading your own graveyard, you’re going to like him even more.
Slaying Fire
4.0 This is an excellent removal spell, we have had many 3 mana do 3 damage instants over the years, and they are always premium removal. This comes with the added bonus of the Adamant mechanic, which if you can pull it off, make sit so this can do 4 damage instead, and that’s pretty nice.
Faerie Vandal
3.0 A two mana ½ with Flash and Flying is already kind of alright, because it can come down and kill 1/1s and survive, and flashing in to kill X/1s in general isn’t always a bad idea. The Vandal needs you to be drawing a lot of cards though to really get there, and most Blue decks will have enough ways to do that for Faerie Vandal to become a real threat.
Piper of the Swarm
4.0 A two-mana 1/3 that can make rats with Menace is pretty solid. It will probably be kind of hard to amass three rats for the Mind control effect, but if you ever do you’re in serious business. I like cards like this – it is decent early game as a 1-mana 1/3, and it can take over the late game as a mana sink. Not many two drops can do both of those things, but this one can!
Pack 2 Pick 2: Bog Naughty
Locthwain Paladin
2.0 4-mana for a 3/2 with Menace isn’t a great rate but is almost passable. Obviousy, though, this comes with additional upside thanks to Adamant – and a 4-mana 4/3 with Menace is some serious business.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Gingerbrute
2.5 A one mana 1/1 with Haste is usually not anything special, but this one can also make itself unblockable, which means it stays relevant late. It can also sacrifice to gain you life, and counts as Food. I think all of that makes this a reasonable inclusion in your deck, especially if you’re aggressive and have ways to make him bigger.
Henge Walker
1.0 This won’t be a 3/3 often enough to be worth it in most decks, unless you’re close to monocolored.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Bog Naughty
3.5 Even if you just have one or two ways to make food, you’ll play this. And most of the time, I think you end up with 3+ ways to do it without trying too hard. If you end up with a lot of food, this becomes one of the very best cards in your deck, capable of machine gunning your opponent’s creatures and making combat a nightmare.
Keeper of Fables
4.0 This is really good. 5 mana 4/5s are solid in Limited, and the fact that this draws you extra cards is great. Even if you have 0 other non-humans in your deck (which isn’t going to happen), but even if it did, this would be a great card, since it is a non-human and will draw you a card when it hits the opponent. Now, make sure you’re aware that you are only going to be drawing a maximum of one card per combat damage because of the way it is worded, but that’s fine. The Keeper can singlehandedly take over games thanks to the card it draws you.
Covetous Urge
3.0 So, if you go after a card in your opponents’ hand with this, you get a 2-for-1, and that feels pretty great! Going after their graveyard is more just card selection than card advantage, but if they have a bomb there, stealing that is going to be worth it anyway.
Fae of Wishes
2.5 This is mostly a two mana ¼ with Flying which is some pretty nice stats on the French Vanilla test. And yes, this has some other uses -- but they aren’t going to come up in Limited very often. Keep in mind that this sort “wish” effect at sanctioned tournaments means you only get to get something from your sideboard, and Limited sideboards aren’t exactly filled with amazing cards. Sometimes it will work out for you, maybe on Bo1 on Arena it means you can actually take cards that you don’t want to mainboard. The return to your hand part is cute, with the idea being it can Adventure again, but you’re not going to want to do that in Limited in most cases.
Pack 2 Pick 3: Crashing Drawbridge
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Fierce Witchstalker
3.5 A 4-mana 4/4 with Trample is a great rate in Limited. Then, this makes Food too, something that is heavily supported in this format -- especially in BG, and you have a very good Common.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Ardenvale Tactician
3.0 If Ardenvale Tactician was only the Adventure part of the card it would be kind of a passable card for a really aggressive deck. Taking away the ability to both attack and block for a whole round has its uses. Then, we look at the creature half – 3 mana for a 2/3 with flying is pretty nice. That’s just above rate for more list Limited formats. Then when we put it all together – a total investment of 5 mana to tap a couple things down and play a 2/3 flyer seems nice. Then, you factor in the flexibility – that it can come into play as a creature without going on an Adventure – and sometimes you’ll certainly want to do that – for example if you’re just trying to curve out – and I think we’re looking at a pretty good Common.
Crashing Drawbridge
1.5 I never like walls that try to do aggressive things, and that’s what this is. You’ll play it in some aggro decks, but the fact that you’re playing a creature who can’t attack in your aggro deck is annoying.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Queen of Ice
2.5 This is no Frost Lynx, but it can do a pretty good impression. Like with all ADventures, you have lots of different ways you can use this. You can cast each half on separate turns, or -- if you get it later in the game, you can play this as a 5-mana ⅔ that taps down one of your opponent’s creatures for a turn. That’s not awesome, but it is nice that it can work that way late. She also makes sure to give you some value, even when she chump blocks, since she’ll lock that creature down for a turn at least.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Improbable Alliance
3.5 This is a powerful engine for UR decks. It is also nice that it can start cranking out the Faeries on its own, once you get to the 6 mana activated ability anyway – and that is certainly an advantage it has over other payoffs for drawing extra cards. UR decks will have enough ways to draw extra cards, though, that it shouldn’t be too difficul to get Faeries out of this a few times a game, and that’s no joke – Faerie tokens can really end games. It is hard to stop a bunch of flyers!
Kenrith's Transformation
3.0 This is an interesting card. Making something into a vanilla 3/3 can have multiple uses -- you can shut down some super powerful creature they have, or you can make one of yours bigger. Normally an effect like that isn’t awesome though, because it really isn’t THAT great at either of those things -- making your 1/1 into a 3/3 won’t have a huge impact most of the time, and sure, turning your opponents scary dragon into a 3/3 is going to be a relief, but you’re still letting your opponent have a decent sized creature. The cantrip effect pushes this over the edge, though, into being a pretty good playable.
Pack 2 Pick 4: Reave Soul
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Vantress Paladin
2.5 The difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer is pretty big in terms of efficiency. This is a card that will be awesome in a deck that is mostly Blue, and a card that will be kind of ok in a deck that is at least half Blue.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Outmuscle
3.0 This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. If you can consistently trigger Adamant with this, it gets really scary, because you can now attack your opponent with it without being worried about the creature dying.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Lonesome Unicorn
3.0 Neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance isn’t something you’d play and neither, and a 5-mana 3/3 with Vigilance.. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a really nice common for White.
Grumgully, the Generous
4.0 It isn’t that hard to end up in a RG deck where Grumgully just pumps most of your creatures, and when you do, she is a pretty awesome value engine.
Oakhame Adversary
2.5 Even if we take the line away about your opponent having Green permanents, this would have been a nice card. A 4-mana 2/3 with Deathtouch that can draw you a card when it hits your opponent is going to be good enough to make the cut in most Green decks anyway. Those two effects combined is always pretty potent, because your opponent is put in a difficult situation, especially if the only blockers they have are large. And, you know, death touch means it can trade with anything anyway.
Pack 2 Pick 5: Scalding Cauldron
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
Scalding Cauldron
1.0 You’ll only play this if you have artifact synergies and/or you are short on removal. It just isn’t efficient at all.
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Mysterious Pathlighter
3.5 So, this is a Wind Drake with serious upside. The Adventure payoff here is incredibly strong, and even if you get one +1/+1 counter out of this – and that will probably be close to the average – you are really coming out ahead mana-wise. Making all creatures with Adventures permanently larger is very powerful, and that makes the Pathligher the kind of uncommon that can completely alter the game. As we’v eseen, running cards with Adventure isn’t going to be difficult in White, and I would imagine you get 4+ ways to go on Adventures in the format without too much trouble, and that’s definitely enough for this to be a powerful card. Obviously it gets better the more Adventuring you do.
Mystical Dispute
1.5 A 3-mana Mana Leak is close to unplayable in Limited. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, though.
Happily Ever After
0.0 This is unplayable. Pulling off a win condition with these many requirements is pretty much impossible outside of constructed, and being 3 mana for both players to gain 5 and draw a card doesn’t really seem worth it to me.
Pack 2 Pick 6: Weapon Rack
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
Tuinvale Treefolk
2.5 Like a lot of these adventure cards at common, if we look at each part of the card and imagine it as JUST that, neither half is very good. But, like all of these, it has the potential to do both of those things, and that’s not a bad way to be spending your mana. Getting a full two cards worth of value out of this single card seems very doable, and I think this will be a nice big boy to have at the top of your curve, since it can make your guys bigger too.
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Lonesome Unicorn
3.0 Neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance isn’t something you’d play and neither, and a 5-mana 3/3 with Vigilance.. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a really nice common for White.
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Pack 2 Pick 7: Barrow Witches
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
Crystal Slipper
1.5 The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Pack 2 Pick 8: Henge Walker
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Henge Walker
1.0 This won’t be a 3/3 often enough to be worth it in most decks, unless you’re close to monocolored.
Sorcerer's Broom
2.0 This was designed to be a food payoff, and it is certainly that. I am not ultra impressed with it, but if in the late game it will be a sweet mana sink, where you can spend 5 mana – 2 for the food and 3 for this trigger – to gain 3 life and make a 2/1. The fact it has being a 2/1 as a fail case is nice, but the fact that its as expensive as it is keeps it from being some really exciting Food payoff for most decks, instead it will mostly be a 2/1 that might make a copy or two of itself late.
Pack 2 Pick 9: Festive Funeral
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Pack 2 Pick 10: Henge Walker
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Gingerbrute
2.5 A one mana 1/1 with Haste is usually not anything special, but this one can also make itself unblockable, which means it stays relevant late. It can also sacrifice to gain you life, and counts as Food. I think all of that makes this a reasonable inclusion in your deck, especially if you’re aggressive and have ways to make him bigger.
Henge Walker
1.0 This won’t be a 3/3 often enough to be worth it in most decks, unless you’re close to monocolored.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Pack 2 Pick 11: Witch's Cottage
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Pack 2 Pick 12: Memory Theft
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Pack 2 Pick 13: Ardenvale Paladin
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Pack 2 Pick 14: Ardenvale Paladin
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Pack 3 Pick 1: Resolute Rider
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Raging Redcap
2.0 So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Trapped in the Tower
4.0 It is a little annoying that this can’t hit flyers, but the fact that it both Pacifies and Arrests a ground creature helps me get over that. This is premium removal.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Spinning Wheel
3.5 Having a card that helps you fix your mana and ramp that can ALSO do something in the game once that stuff doesn’t really matter is pretty nice. It is no Icy Manipulator, since 5 mana is a ton -- but you could do worse for a mana sink, and it is certainly an effect that your opponent has to respect every turn -- well, provided you have the mana to do it, at least.
Resolute Rider
3.5 This has good activated abilities that make it very difficult to block. Most of the time, you’ll just be interested in threatening the activation, but being able to pump all the mana to make it indestructible and give it lifelink also isn’t a bad way to win a race.
Deathless Knight
4.0 A 4-mana 4/2 with Haste isn’t anything special – but a creature like this with Haste and high power, is really a scary thing when it just won’t stay dead – and this Knight won’t be doing a whole lot of that. It reminds me a lot of Ovalchase Daredevil – a 4-mana 4/2 from Kaladesh who could return from the graveyard when you played an Artifact. Deathless Knight can come back any time you gain life – something that will be pretty easy thanks to Food tokens, and this is especially true in BG, the color pair that has the most ways to make and use Food to its advantage. A 4/2 is hard to kill without trading, and that’s what makes it coming back over and over again so good.
Realm-Cloaked Giant
5.0 Having one card that wraths, and then is a 7-mana 7/7 a few turns later is pretty amazing – it is sort of like guaranteeing when you cast a Wrath, that you’ll be hitting a creature that will help reload your board. It isn’t THAT far from being a 5-mana wrath that puts a 7/7 into play in two turns, and that’s pretty awesome. A 7-mana 7/7 with Vigilance is certainly not an incredible card on its own. But after a Wrath? It is almost guaranteed to be the most intimdating thing on the board. Wraths aren’t good in every deck usually, but I think this one can be good in any deck – especially because if you end up in a situation where you don’t really want to Wrath, you still have your Realm-Cloaked Giant – it doesn’t stay in your hand while you wait for an opportunity that makes sense, it gives you a creature. This is a big ol’ bomb.
Pack 3 Pick 2: Golden Egg
Trapped in the Tower
4.0 It is a little annoying that this can’t hit flyers, but the fact that it both Pacifies and Arrests a ground creature helps me get over that. This is premium removal.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
Opt
2.0 Opt is pretty much the definition of a fine but easily cuttable Limited card. It gives you some card selection, but doesn’t impact the board or give you card advantage. This set doesn’t really have a spell theme, or it would be a little better.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Garenbrig Carver
3.5 This often ends up netting you a 2-for-1. The Trick Adventure helps you run over a blocker, and then you get a 3/2 in play who can trade. This is a very good Common.
Spinning Wheel
3.5 Having a card that helps you fix your mana and ramp that can ALSO do something in the game once that stuff doesn’t really matter is pretty nice. It is no Icy Manipulator, since 5 mana is a ton -- but you could do worse for a mana sink, and it is certainly an effect that your opponent has to respect every turn -- well, provided you have the mana to do it, at least.
Mysterious Pathlighter
3.5 So, this is a Wind Drake with serious upside. The Adventure payoff here is incredibly strong, and even if you get one +1/+1 counter out of this – and that will probably be close to the average – you are really coming out ahead mana-wise. Making all creatures with Adventures permanently larger is very powerful, and that makes the Pathligher the kind of uncommon that can completely alter the game. As we’v eseen, running cards with Adventure isn’t going to be difficult in White, and I would imagine you get 4+ ways to go on Adventures in the format without too much trouble, and that’s definitely enough for this to be a powerful card. Obviously it gets better the more Adventuring you do.
Righteousness
0.5 I think a lot of people will see the one mana for +7/+7 here and overrate this. That is indeed a huge stats boost, but the fact that it only works on blocked creatures is a huge limitation. Combat tricks are usually used the most by aggressive players, this one wants you to be defensive. I think I’m going to avoid playing this most of the time, just because you can’t guarantee it will always be useful – there are plenty of games where being defensive never really makes sense.
Pack 3 Pick 3: Blacklance Paragon
Scalding Cauldron
1.0 You’ll only play this if you have artifact synergies and/or you are short on removal. It just isn’t efficient at all.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Covetous Urge
3.0 So, if you go after a card in your opponents’ hand with this, you get a 2-for-1, and that feels pretty great! Going after their graveyard is more just card selection than card advantage, but if they have a bomb there, stealing that is going to be worth it anyway.
Flaxen Intruder
1.5 I am not super impressed by this card, as both halves seem rather underwhelming. 7 mana for 3 2/2 Bears isn’t a great deal, and a ½ that can Naturalize stuff when she hits the opponent isn’t either. Now, it is cool that Adventure might allow you to do both of these things with the one card, but paying 8 mana for three 2/2 bears and the ½ still doesn’t feel that good to me. I don’t really see myself wanting to play this in most situations.
Blacklance Paragon
3.5 Note that it can target itself with the deathtouch and lifelink ability, meaning that you can flash this in to kill pretty much any creature, while also gaining life – an exchange you will always gladly take. Obviously he can pump other Knights too, but because of the stat-line this guy has, I think he’ll target himself a larger chunk of the time.
Pack 3 Pick 4: Reave Soul
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Gingerbread Cabin
2.5 If your deck has 10+ Forests in it, you’ll run this for the upside of getting Food, which might actually synergize more broadly with your deck.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Steelclaw Lance
3.0 This is a very nice Equipment if your deck has 5 or more Knights in it, since Equip one is significantly cheaper than one expects to pay for this type of stats boost. BR is focused on Knights, so I don’t think we really need to give this a build around grade, since most of the time you are going to end up with enough Knights without even trying. This card reminds me a lot of Pirate’s Cutlass, which is a good comparison.
Outlaws' Merriment
4.5 It isn’t hard to get a whole card worth of value out of this. Sure, you don’t get to choose which of these you get, but they’re all pretty nice, and all are capable of trading for an entire card of your opponent’s pretty easily. If you do that enough, you’re going to win the game. The one thing it doesn’t have going for it is that you have to wait an entire turn before it does anything, since it triggers on your upkeep, but once you get a couple of triggers from this, you will be happy – and after that you’ll be ecstatic.
Pack 3 Pick 5: Forever Young
Malevolent Noble
2.5 This guy is a serious underperformer. He isn’t BAD per se, but looking at him at first, I thought he would be a pretty powerful common. Being able to sacrifice your food or creatures to make him bigger seemed nice! And he starts out as a two-mana 2/2, so that’s not too bad! Problem is, having the mana and resources around to use his ability a lot just doesn’t happen much. He’s still fine, but he isn’t even close to one of Black’s best commons.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Beloved Princess
1.5 A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. And if you pump her things might get interesting, but mostly it doesn’t seem worth it.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Specter's Shriek
0.5 Specter’s Shriek, while efficient, is going to be god awful against people not playing Black. One mana and a whole card are not worth taking away a card from your opponent in most scenarios. That’s 2-for-1ing yourself, and you’re doing it for something that doesn’t even affect the board! Now, I do think against opponent’s playing Black, it is reasonable to side in, especially if they are the kind of deck holding on to a bunch of cards.
Pack 3 Pick 6: Clockwork Servant
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Clockwork Servant
3.0 This will draw you a card pretty often, and while that’s ideal, you can also play it as a reasonably efficient creature.
Lucky Clover
0.0 // 3.5 This is an all-or-nothing kind of card. You have to end up with a ton of adventures to make it work, as just a few won’t make the card with it. However, when you do get enough Adventures, it can become an insane value engine.
Keeper of Fables
4.0 This is really good. 5 mana 4/5s are solid in Limited, and the fact that this draws you extra cards is great. Even if you have 0 other non-humans in your deck (which isn’t going to happen), but even if it did, this would be a great card, since it is a non-human and will draw you a card when it hits the opponent. Now, make sure you’re aware that you are only going to be drawing a maximum of one card per combat damage because of the way it is worded, but that’s fine. The Keeper can singlehandedly take over games thanks to the card it draws you.
Pack 3 Pick 7: Reaper of Night
Searing Barrage
2.5 This is solid removal for Red, but like to Reduce to Ashes and command the Storm before that, it isn’t premium. Costing 5 is a ton, and most of the time it is going to feel a little clunky. It will frequently cost more mana than whatever you kill with it, and that does put you behind the eight ball a little bit.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Lonesome Unicorn
3.0 Neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance isn’t something you’d play and neither, and a 5-mana 3/3 with Vigilance.. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a really nice common for White.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Inspiring Veteran
3.0 RW is about knights. This is a Knight lord. It is one of the better Knight payoffs in the set, and you’ll always play it in RW, but I don’t think it does enough on its own to be the kind of signpost uncommon that pulls you into its color.
Pack 3 Pick 8: Shinechaser
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Shinechaser
3.0 So, the UW signpost uncommon is all about Artifacts and Enchantments, and it becomes a 3-mana 3/3 with Flying and Vigilance if you control both. As long as you can consistently have either an Artifact or Enchantment in play, Shinechaser is going to be good, and if you can do both, well you’re golden.
Pack 3 Pick 9: Reave Soul
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Pack 3 Pick 10: Spinning Wheel
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Spinning Wheel
3.5 Having a card that helps you fix your mana and ramp that can ALSO do something in the game once that stuff doesn’t really matter is pretty nice. It is no Icy Manipulator, since 5 mana is a ton -- but you could do worse for a mana sink, and it is certainly an effect that your opponent has to respect every turn -- well, provided you have the mana to do it, at least.
Mysterious Pathlighter
3.5 So, this is a Wind Drake with serious upside. The Adventure payoff here is incredibly strong, and even if you get one +1/+1 counter out of this – and that will probably be close to the average – you are really coming out ahead mana-wise. Making all creatures with Adventures permanently larger is very powerful, and that makes the Pathligher the kind of uncommon that can completely alter the game. As we’v eseen, running cards with Adventure isn’t going to be difficult in White, and I would imagine you get 4+ ways to go on Adventures in the format without too much trouble, and that’s definitely enough for this to be a powerful card. Obviously it gets better the more Adventuring you do.
Righteousness
0.5 I think a lot of people will see the one mana for +7/+7 here and overrate this. That is indeed a huge stats boost, but the fact that it only works on blocked creatures is a huge limitation. Combat tricks are usually used the most by aggressive players, this one wants you to be defensive. I think I’m going to avoid playing this most of the time, just because you can’t guarantee it will always be useful – there are plenty of games where being defensive never really makes sense.
Pack 3 Pick 11: Eye Collector
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Pack 3 Pick 12: Outflank
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Gingerbread Cabin
2.5 If your deck has 10+ Forests in it, you’ll run this for the upside of getting Food, which might actually synergize more broadly with your deck.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Pack 3 Pick 13: Specter's Shriek
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Specter's Shriek
0.5 Specter’s Shriek, while efficient, is going to be god awful against people not playing Black. One mana and a whole card are not worth taking away a card from your opponent in most scenarios. That’s 2-for-1ing yourself, and you’re doing it for something that doesn’t even affect the board! Now, I do think against opponent’s playing Black, it is reasonable to side in, especially if they are the kind of deck holding on to a bunch of cards.
Pack 3 Pick 14: Mantle of Tides
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.