Obosh, the Preypiercer
4.0 On its own, Obosh is effectively a 5-mana 6/5 – and it also effectively buffs the power of all of your other odd-numbered creatures. You can see why doing the Companion requirement can be quite powerful, because it means literally every creature in your deck will do double damage, and you know you have the opportunity to get Obosh every single game. It is definitely a challenge to meet the requirement though, as not having two drops can be sketchy. He’s great in your main deck too, though!
Invasion of Alara
2.5 So the battle side gives you a 2-for-1 on its own and if you ever transform it, it is pretty impossible for you to lose! However, casting this is hard in Limited, and transforming it isn’t a walk in the park either with its 7 defense.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Sculpted Perfection
3.0 BW is a Phyrexia Tribal deck, with special focus on the Incubator tokens. Most creatures in Black and White are Phyrexians in the set, so this ends up feeling like an anthem a decent chunk of the time – and one that brings a creature along for the ride, even if that creature is kind of inefficient
Mirror-Shield Hoplite
3.5 Red/White is a Backup Aggro deck, so doubling Backup abilities is massively powerful, especially when attached to a creature with solid stats
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Alabaster Host Sanctifier
2.5 We have seen quite a few two mana 2/2s with Lifelink at this point, and they’re always fine. The set almost prominently features a +1/+1 mechanic in White, which might even make it a little better than usual.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Emry, Lurker of the Loch
1.0 This set isn’t artifact heavy enough for Emry to work that well. She does mill you, which Blue/Black can get some value out of, but the absence of a critical mass of good Artifacts makes her pretty bad overall.
Invasion of Lorwyn
3.5 The front side of this is a removal spell that will kill almost everything, and when it transforms it is a creature that is all but guaranteed to be the biggest thing on the field. Six mana is a lot, but the fact this is removal is great, since it also means you’ve got a good chance to attack the Battle right away.
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Copper Host Crusher
1.0 This is a big hard-to-kill monster, but it also costs 8 mana which simply isn’t an amount of mana you get to very consistently in Limited.
Corruption of Towashi
1.0 // 3.5 This looks like a very strong payoff for transforming things, and it comes with a built-in way to draw you that first card. On its own, that makes this a 7-mana 4/4 that draws you a card. That isn’t…amazing, but it is a passable baseline! Plus, as with all of these, you pay in installments and it offers some extra upside. That said, if you aren’t in a deck that really got there on transforming creatures, this probably isn’t very good.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Thornwood Falls
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 3: Final Flourish
Yargle, Glutton of Urborg
1.0 If you want a big vanilla creature, Yargle does the job. But…you really shouldn’t want that. The low toughness makes him a real liability.
Invasion of Lorwyn
3.5 The front side of this is a removal spell that will kill almost everything, and when it transforms it is a creature that is all but guaranteed to be the biggest thing on the field. Six mana is a lot, but the fact this is removal is great, since it also means you’ve got a good chance to attack the Battle right away.
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Final Flourish
3.0 This is a nice removal spell. The base card is probably a C, but the kicker upside here is massive. As we’ve seen, Black has good sacrifice outlets and lots of other good reasons to sacrifice creatures, so this card will be right at home in that type of deck. That said, this will probably only be capable of -2/-2 a little too often to be an amazing removal spell.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Yargle, Glutton of Urborg
1.0 If you want a big vanilla creature, Yargle does the job. But…you really shouldn’t want that. The low toughness makes him a real liability.
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Glistening Deluge
0.5 This card annoys me. Mostly because it ends up being even more narrow than the other cards in this cycle. This is because it has a symmetrical effect, which means if you’re playing Black-White or Black-Green you really don’t want to play this or even side it in. If you’re in one of the other three Black decks, it is a nice sideboard card that might sometimes be a one-sided wrath, but the base effect does seem underpowered enough that it should still start in your sideboard
Sculpted Perfection
3.0 BW is a Phyrexia Tribal deck, with special focus on the Incubator tokens. Most creatures in Black and White are Phyrexians in the set, so this ends up feeling like an anthem a decent chunk of the time – and one that brings a creature along for the ride, even if that creature is kind of inefficient
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Blighted Burgeoning
2.0 If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
Zirda, the Dawnwaker
3.0 Sadly, it is impossible for Zirda to be your Companion in Limited. You just can’t meet this requirement. A three mana 3/3 that reduces the cost of activated abilities and can make things unable to block is a nice card, though.
Ramosian Greatsword
3.5 This is a stats boost that makes basically any creature into a threat, and the fact you can Convoke this helps soften the blow that this costs so much mana. The Equip cost itself is super reasonable for the boost after you get it into play, too!
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 7: Pyretic Prankster
Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Imoti, Celebrant of Bounty
4.0 A 5-mana 3/1 isn’t good, but this has Cascade – so you’re also going to get something else, and even if it is just a one mana spell you’re getting a decent deal – if you hit something that costs 4 it will feel pretty insane. Granting Cascade to your expensive stuff is a nice thing to have around too, and if you can follow this by casting a six drop on the next turn its pretty hard for you to lose.
Sandstalker Moloch
3.0 A three mana 4/2 with Flash is something you’ll pretty much always play, so the fact that this will be a straight up 2-for-1 against some opponents is amazing. If this always drew you a card it would be a 4.0. In Limited, the chances you run into someone playing one of these colors is pretty significant, too. Basically, this will feel amazing against the right opponent and solid against everyone else.
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Pack 1 Pick 9: Furnace Reins
Invasion of Alara
2.5 So the battle side gives you a 2-for-1 on its own and if you ever transform it, it is pretty impossible for you to lose! However, casting this is hard in Limited, and transforming it isn’t a walk in the park either with its 7 defense.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Emry, Lurker of the Loch
1.0 This set isn’t artifact heavy enough for Emry to work that well. She does mill you, which Blue/Black can get some value out of, but the absence of a critical mass of good Artifacts makes her pretty bad overall.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Thornwood Falls
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 11: Yargle, Glutton of Urborg
Yargle, Glutton of Urborg
1.0 If you want a big vanilla creature, Yargle does the job. But…you really shouldn’t want that. The low toughness makes him a real liability.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Yargle, Glutton of Urborg
1.0 If you want a big vanilla creature, Yargle does the job. But…you really shouldn’t want that. The low toughness makes him a real liability.
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Glistening Deluge
0.5 This card annoys me. Mostly because it ends up being even more narrow than the other cards in this cycle. This is because it has a symmetrical effect, which means if you’re playing Black-White or Black-Green you really don’t want to play this or even side it in. If you’re in one of the other three Black decks, it is a nice sideboard card that might sometimes be a one-sided wrath, but the base effect does seem underpowered enough that it should still start in your sideboard
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Complete the Circuit
1.0 // 3.0 This asks for a lot of things to go right for it to be effective. You need to be able to convoke it, because if you just pay the usual 6 mana for it, you’re unlikely to also be able to play a spell. The good news is that it its an Instant, so using it at the end of your opponent’s turn and casting a spell – even a Sorcery, isn’t a stretch. Basically, If you have enough spells worth copying, this is something you’ll probably play. Problem is, I don’t think it is a foregone conclusion that every Blue deck in the format will be able to use this card, so I think it probably needs a build around. If you’re in Blue-Red – the deck that’s about spells and Convoke – this fits your deck perfectly. If you’re not, you probably won’t be playing it.
Skyclave Aerialist
4.0 I’m already sold on a two mana 2/1 Flyer, so the fact this can transform into a more durable creature that nets you a card is amazing upside.
Invasion of Vryn
2.5 A Sorcery speed Sift isn’t a terrible card, though if this is a format where you really need to add more meaningfully to the board, it might be a little bit too clunky. The things this transforms into also isn’t amazing, but if you double a removal spell with it, it will certainly feel pretty good.
Phyrexian Awakening
3.0 On its own, you get a 5-mana 4/4 with Vigilance, and you can pay for it in installments. That’s not a bad deal, especially when this can also give some of your other creatures Vigilance. Vigilance seems pretty well positioned in the format too, because creatures with it can attack battles and defend them at the same time.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Ral's Reinforcements
2.5 Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 2: Deadly Derision
Inga Rune-Eyes
2.5 You’re mostly just paying for a 4-mana 3/3 with Scry 3. Luckily that’s a passable rate. You will be able to trigger her other ability on occasion, but don’t count on it.
Zimone and Dina
3.5 Draining 2 life when you draw extra cards is nice. It quickly creates a massive difference in life totals between you and your own., and this comes with a built-in way to do it. Even without sacrificing creatures, your deck is likely to have a few ways to trigger them, and even just doing it once is going to feel quite good.
Gift of Compleation
3.0 You can sort of look at this as a 4-mana 3/3 with this Surveil effect. Obviously, it is better than that, because you can pay in installments and the Surveil effect sticks around even if the creature goes down
Skyclave Aerialist
4.0 I’m already sold on a two mana 2/1 Flyer, so the fact this can transform into a more durable creature that nets you a card is amazing upside.
Invasion of Ulgrotha
3.5 5 mana to do 3 to anything and gain 3 is already playable, so like most of the Battles this has a decent enough baseline. Keep in mind this can even hit other battles! If you transform this, you end up a fairly imposing creature, though on some boards she won’t exactly feel insane.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Cosmic Hunger
3.5 We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Deadly Derision
3.5 We’ve seen this card at Sorcery speed before, and it was pretty good. As an Instant, it gets significantly better! This is easily premium removal, and pretty much a lock to be one of Black’s best Commons, if not the best.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 3: Captain Lannery Storm
Captain Lannery Storm
3.0 The turn this comes down this is a three mana 2/2 with Haste that makes a treasure when it attacks, and can threate to be a 3/2. If she’s allowed to attack more than once the value she brings in terms of treasure is really good. She does have diminishing returns the longer the game goes on, though, especially because this isn’t exactly a treasure-heavy format.
Oracle of Tragedy
2.5 The loot ETB will be useful the most often, but it doesn’t hurt to have the other option. Either way, this isn’t much more than filler.
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Ramosian Greatsword
3.5 This is a stats boost that makes basically any creature into a threat, and the fact you can Convoke this helps soften the blow that this costs so much mana. The Equip cost itself is super reasonable for the boost after you get it into play, too!
Invasion of Moag
4.0 The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
Oracle of Tragedy
2.5 The loot ETB will be useful the most often, but it doesn’t hurt to have the other option. Either way, this isn’t much more than filler.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Wind-Scarred Crag
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 5: Traumatic Revelation
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Halo Forager
3.5 UB is a mill deck in this format – interested both in self-mill and milling the opponent and getting value out of it, so that does mean having cards in your graveyard for this is pretty likely. A three mana 3/1 flyer is already passable, and the fact that you can cast an instant or Sorcery from either graveyard is a pretty big deal. You won’t always have the mana to do that, and the graveyard’s won’t always be stocked even in Blue-Black, but even just getting a one mana spell out of it is going to feel amazing, and it sort of scales the longer the game goes.
Gnottvold Hermit
4.0 A 4-mana 4/4 is a pretty solid rate, and this can transform into a creature that can drastically upgrade another attacker every time it gets in there.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 6: Searing Barb
Invasion of Muraganda
3.5 A 5-mana fight spell that gives you a +1/+1 counter isn’t bad, and it also means this is another Battle that increases your chances of being able to attack right away. With 6 defense it might take some time, but the creature you eventually get is pretty nice! Mostly you will lose it to buff your stuff, but the upside of sometimes taking away opposing abilities is definitely nice.
Astral Wingspan
3.0 Auras can be really dangerous to use when they don’t give you some sort of value like that, because if your opponent can deal with the creature you put it on, you just got 2-for-1’d and there’s a good chance you’re going to lose. Now, you still have to be careful about when you use this, since they can still respond by removing the creature you target, but as long as you pick the right spot, this is going to feel pretty nice. +2/+2 and Flying is a boost that makes almost any creature into a problem, and Convoke makes casting this even easier.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Ral's Reinforcements
2.5 Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Into the Fire
3.0 Both of these modes are good in the right situation. If your opponent has lots of small stuff, or some battles that you haven’t quite transformed, the first option can have a massive impact on the board. Then, if you are in a situation where you can’t get any value out of the first mode, you can reload your hand a bit.
Ramosian Greatsword
3.5 This is a stats boost that makes basically any creature into a threat, and the fact you can Convoke this helps soften the blow that this costs so much mana. The Equip cost itself is super reasonable for the boost after you get it into play, too!
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Invasion of Vryn
2.5 A Sorcery speed Sift isn’t a terrible card, though if this is a format where you really need to add more meaningfully to the board, it might be a little bit too clunky. The things this transforms into also isn’t amazing, but if you double a removal spell with it, it will certainly feel pretty good.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Ral's Reinforcements
2.5 Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Pack 2 Pick 10: Gift of Compleation
Inga Rune-Eyes
2.5 You’re mostly just paying for a 4-mana 3/3 with Scry 3. Luckily that’s a passable rate. You will be able to trigger her other ability on occasion, but don’t count on it.
Gift of Compleation
3.0 You can sort of look at this as a 4-mana 3/3 with this Surveil effect. Obviously, it is better than that, because you can pay in installments and the Surveil effect sticks around even if the creature goes down
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Pack 2 Pick 11: Gloomfang Mauler
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Pack 2 Pick 13: Scoured Barrens
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 14: Halo Hopper
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Rona, Herald of Invasion
4.0 Even if you have no ways to untap her in your deck, the front side is an upgraded Merfolk Looter, and that’s a pretty darn good card. Looting is a great way to drastically improve your card quality, especially when you do it over time. Once transformed, she gets a much more relevant body, and her ability does make it a pain for your opponent to interact with her in any way. The bummer will come when your opponent doesn’t have a whole lot going on in their hand, but the threat of that ability is very real even when they only have one card
Kami of Whispered Hopes
3.5 This being a three mana 1/1 is a big liability. It dies to basically everything, and the tempo hit can be rough. That said, it does come with some strong abilities! Giving things extra counters and ramping mana is great, and if you are putting counters on it, it will get quite large and produce lots of mana.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Invasion of Eldraine
2.0 Overcosted Mind Rot is not a good starting point. It will feel nice if you play it early and you get that 2-for-1, but not adding to the board is definitely a problem, as is how bad this is as a top deck in many situations. It does synergize with itself though, because once transformed it punishes the opponent for having too few cards in hand. Still, I don’t see the front side delivering enough value, or assisting enough in transforming it, that I see this as being something great. Obviously, if you always got the creature and the effect for 4 mana it would be nuts, but I have some doubts that can be accomplished.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Lurrus of the Dream-Den
4.0 Lurris is another companion where it is kind of tough to make it your Companion. However, doing so can be pretty nuts! Keep in mind it only looks at permanents, so you can still run lots of expensive instants and sorceries. If you do meet the Companion requirement it means Lurrus will be able to get basically all nonland permanents out of your graveyard, and that value is just absurd, especially because it is a three mana 3/2 with Lifelink. Ideally, you play Lurrus and then you play something out of your graveyard, and you’re already way ahead. I don’t recommend forcing this as a Companion in all situations, but you can definitely have a solid deck that can play Lurrus, and if you end up with Lurrus in your deck you’re still in great shape.
Urabrask
4.0 A 4-mana 4/4 with First Strike is great, and the fact this pings your opponent and gives you some mana just for casting instants and sorceries is awesome. Transforming Urabrask is something of a challenge, though. You can stockpile some instants and sorceries for sure, and the extra mana he gives you does make it easier for you to fire off three in the same turn, but you rarely find yourself in a position where you can just hold on to a bunch of spells in your hand to make this work. You can do it sometimes for sure, but most of the time you just can’t pull it off in Limited. Luckily, even if he never transforms, Urabrask is very powerful. If he does transform he becomes downright insane, as Chapter I likely decimates your opponents board, Chapter II is more of a throwaway, but then chapter III lets you cast a few spells. Hard to go all the way up to a bomb grade here, though, since transforming him will happen a very low percentage of the time.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Elvish Vatkeeper
3.5 A three mana 3/3 that makes an Incubator is sweet – if you have five mana available you can just do it all, and pay 5 for a 3/3 and a 2/2, which is a nice deal! The other ability is fairly expensive, but if you have the mana to sink into it, it certainly makes your Incubator a lot scarier.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Swiftwater Cliffs
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 3: City on Fire
Renata, Called to the Hunt
3.5 Renata giving your creatures a +1/+1 counter when they enter is great, especially because this set has +1/+1 counter synergy, and sometimes Renate will also have pretty high power.
City on Fire
1.0 This costs a lot of mana, but Convoke helps soften the blow. Problem is, for this to really be at its best, you kind of need to be able to take advantage of it immediately. Normally, tripling your damage would be something that makes your board far better at attacking and blocking and that would be enough, but because you’re going to need to tap several creatures for this most of the time, you’re also decreasing your chances of being able to effectively take advantage of this right away. And in that case, it ends up being a pretty clunky Enchantment that probably takes a turn to deliver on its return. Of course, if you are able to untap with this in play, your opponent is going to be in a world of hurt – assuming you have a developed board. Basically, this is going to be truly awful sometimes.
Marshal of Zhalfir
3.5 This is a very nice Knight lord, and at two mana it will often do a nice job of immediately upgrading your board. The tap effect is a nice thing to have around too, especially when it only costs two mana.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Invasion of Ulgrotha
3.5 5 mana to do 3 to anything and gain 3 is already playable, so like most of the Battles this has a decent enough baseline. Keep in mind this can even hit other battles! If you transform this, you end up a fairly imposing creature, though on some boards she won’t exactly feel insane.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Thornwood Falls
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 4: Tenured Oilcaster
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Invasion of Amonkhet
3.5 We’ve already seen some of the non-battle signpost Uncommons, but every color pair has an uncommon Battle too! As we’ve seen, Blue-Black is interested in getting things in the graveyard, and the fact you draw while your opponent discards is some really nice value, and it really isn’t that far off of the three mana you’re paying, so the fact you might get a 4/4 later in the game is pretty nice.
Phyrexian Awakening
3.0 On its own, you get a 5-mana 4/4 with Vigilance, and you can pay for it in installments. That’s not a bad deal, especially when this can also give some of your other creatures Vigilance. Vigilance seems pretty well positioned in the format too, because creatures with it can attack battles and defend them at the same time.
Tangled Skyline
3.0 This looks like a nice card for helping higher-curve Green decks stabilize against aggro. It is effectively a 7-mana 5/5 with Reach that gains you 5 on ETB, except it is a little better because you don’t have to pay all that mana in the same turn. Giving Phyrexians Reach isn’t exactly the most impressive upside, I think the best part of this card is just that it gives you a beefy body and gains you some life, though Reach does mean you can stabilize against flying creatures too.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Aerial Boost
2.0 This is the kind of trick you always need to keep in mind, because your opponent will be able to cast this even with no lands untapped! It offers a reasonable boost and the upside of sometimes just letting a creature get in there because of Flying.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Cosmic Hunger
3.5 We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Pack 3 Pick 5: Unseal the Necropolis
Arixmethes, Slumbering Isle
0.0 This is effectively a 4-mana mana rock when you play it at first, and it does do a decent job of accelerating your mana – but that’s all it would be for awhile. You have to cast five spells to turn it into what is basically a vanilla 12/12. This is is a horrendous top-deck, and if you do play it on turn four, transforming it quickly is unlikely. Basically, its never good.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Cosmic Hunger
3.5 We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Aegar, the Freezing Flame
2.5 This was a powerhouse in Kaldheim Limited, pretty much an Uncommon bomb -- but that set had a heavy spell theme and Giant tribal all over the place. Blue-Red only has spells as a sub-theme this time around, and the set only has two Giants in it – and one of them is Mythic. Mostly in this format, we’re talking about a three mana 3/3 that draws you a card when you do excess damage with a spell.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Ral's Reinforcements
2.5 Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Inga Rune-Eyes
2.5 You’re mostly just paying for a 4-mana 3/3 with Scry 3. Luckily that’s a passable rate. You will be able to trigger her other ability on occasion, but don’t count on it.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Bloodfell Caves
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 9: Ichor Shade
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Swiftwater Cliffs
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 11: Karsus Depthguard
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Pack 3 Pick 12: Furnace Host Charger
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Pack 3 Pick 13: Urn of Godfire
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.