Shelob, Child of Ungoliant
4.5 This is a way above-rate creature that gives you food with upside every time one of your opponents creatures gets killed by it – and they are going to get killed, because Shelob has death touch and is absolutely massive. If you have other Spiders around things get sillier, but even on its own Shelob is a massive problem that your opponent has to deal with immediately
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
Dúnedain Rangers
3.0 A 4-mana 4/4 is a solid stat-line, but the landfall trigger isn’t amazing. If it was just straight up you get tempted every time you play a land that would be awesome, but this only triggers if you don’t already have a Ringbearer. That said, getting The Ring going or offering a big upgrade to a creature if you already have been tempted a bunch is pretty big. Still, sometimes this landfall trigger is meaningless, and I don’t love that
Grishnákh, Brash Instigator
4.0 Even if you don’t think about the Threaten effect, a three mana 1/1 that makes a 2/2, or alternatively puts 2 counters on an Army you already have is a pretty nice rate. With the threaten effect in the mix it gets even better, especially if you’re in Black/Red and you have some cheap sacrifice outlets
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Rally at the Hornburg
3.0 Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Pack 1 Pick 2: The Mouth of Sauron
The Mouth of Sauron
3.5 If you get Amass 2 or more out of this, it is going to feel like a great deal, and by the later stages of the game it could make your Army absolutely massive or just create a massive Army for you. There will be some awkward times where you can only Amass 0 or 1, but you do have two separate graveyards to rely on, so your chances of getting good value out of this are pretty high
Legolas, Counter of Kills
2.5 His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Pelargir Survivor
2.0 Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Pack 1 Pick 3: Gríma Wormtongue
Gríma Wormtongue
2.5 Shutting off lifegain isn’t that big of a deal in Limited, but the rest of the card seems reasonable. It has passable defensive stats and an ability that can be great if you have sacrifice fodder. One awkward thing about it is that you aren’t usually going to be interested in sacrificing legendary creatures to this effect. Most of the time holding on to your legendary creature will just be better than Amassing 2. So this is a case where you’ll only end up doing it in response to removal and things like that, and that narrows how good this ability can be.
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Stew the Coneys
3.5 This is a great removal spell. Sure, you need to have a big enough Green creature, but that’s never a huge ask. Even without the Food this would be a very nice Uncommon.
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Oliphaunt
2.0 A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
Uruk-hai Berserker
2.0 These are definitely below-rate stats these days, and if this didn’t do anything else it would be a 1.0, even with a useful creature type. Getting tempted by the Ring is real upside, but it also isn’t so insane that I’m thrilled about the idea of playing this
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Sam's Desperate Rescue
2.0 One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Treason of Isengard
2.0 A three mana 2/2 that puts a spell on top of your library is an okay card. This is an effect players often overrate, as they imagine getting back a really great spell – and when you can do that it is pretty good. However, the fact you have to wait to draw that card really makes it significantly worse
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 1 Pick 4: Nimrodel Watcher
Voracious Fell Beast
3.0 This is a reasonably-sized flyer that subtracts from the opponent’s board and gives you a Food, and that is a pretty attractive package. If it only gave you the food or was only an edict effect it would be playable so getting both is nice! Of course, edicts do tend to get worse by the time you cast something like this, since your opponent is more likely to have some creature they don’t really care about, but still
Saruman's Trickery
2.5 I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Swarming of Moria
2.5 A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Nimrodel Watcher
3.0 This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
Escape from Orthanc
2.0 This gives a reasonable boost for only one mana, and the toughness means it will do enough to save it from a decent amount of removal too. The fact it gives Flying also means you can use this sometimes before you attack to get in for lethal. It is cheap and has enough different uses that it seems like a quality trick for white aggressive deck.
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Pack 1 Pick 5: Quickbeam, Upstart Ent
Uglúk of the White Hand
3.0 Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Dúnedain Rangers
3.0 A 4-mana 4/4 is a solid stat-line, but the landfall trigger isn’t amazing. If it was just straight up you get tempted every time you play a land that would be awesome, but this only triggers if you don’t already have a Ringbearer. That said, getting The Ring going or offering a big upgrade to a creature if you already have been tempted a bunch is pretty big. Still, sometimes this landfall trigger is meaningless, and I don’t love that
Quickbeam, Upstart Ent
3.5 On its own, Quickbeam is a 6-mana 5/6 that can give two things +2/+2 and trample until end of turn. That’s enough to make the board a lot more favorable for you to attack. Even if Quickbeam hase bad base-stats, I think that ETB ability is enough to make this a nice card. One that gets even better if you have some more Treefolk
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Bombadil's Song
2.5 The stats boost here isn’t great, and that means there are a more narrow number of creatures who can win a previously unwinnable combat with the help of Bombadil’s Song. It makes up for that some by also being capable of blanking removal spells and tempting you with the ring, so in the end I think you get a reasonable return on your investment
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
Birthday Escape
2.5 This seems like a nice deal for only a single Blue mana. Most of the time getting two effects for one mana ends up being pretty nice, and I think that’s the case here.
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Stalwarts of Osgiliath
2.5 This starts out with bad stats, but it does have the ability to grow reasonably well. The fact the Ring tempts you could actually help you get the Stalwarts going too, since one of the Ring’s bonuses is that your creature loots when it attacks, which will mean the Stalwarts get a counter.
Pack 1 Pick 6: Mirkwood Spider
Strider, Ranger of the North
4.0 This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
Horses of the Bruinen
1.0 You usually go down a card when you cast this without taking any cards away from your opponent. You might get some tempo, provided you bounce things that are expensive enough, but that is far from guaranteed. This can bounce Armies, which might feel pretty good when the Army is particularly large, but overall this doesn’t feel like it can consistently give you what it needs to when you’re spending 5 mana and using up a card.
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Pack 1 Pick 7: Saruman the White
Saruman the White
3.0 I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
Théoden, King of Rohan
3.5 I would already be in on a three mana ⅔ that gives something double strike when it ETBs, so the fact this triggers for your other humans – which you’ll have a lot of in Red-White – is pretty awesome.
Many Partings
2.5 This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Morgul-Knife Wound
0.0 I don’t think this is very good. I know it looks like a really cheap removal spell, but it has some serious problems. It is basically a Black version of the kind of removal spell Blue usually gets that makes a creature into a 0/2 or whatever, and those are always pretty underwhelming. So, let’s go through this card’s problems: The biggest thing is that it it doesn’t entirely remove a creature on its own. That effectively means you’re going down a card, and not taking a full card from your opponent.. Just lowering a creature’s power means that it can still block – perhaps even really effectively since its toughness is unaffected. It can also use all of its abilities. And heck, if it has high enough power it might still be a decent attacker! All of that is bad news. Additionally, giving your opponent an option about whether to pay life or exile the creature is way worse than it looks, because your opponent can always choose whichever option doesn’t really matter for them, and most of the time – neither of them will matter. Basically, even when this does operate as removal it isn’t going to give you a full card of value, and there will be plenty of times where it is far worse than that
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Pack 1 Pick 8: Mirkwood Spider
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Pelargir Survivor
2.0 Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Mirrormere Guardian
2.5 3-mana 4/2s tend to be reasonable, and in this set there are several cards that like it when you have a creature with 4 or more power, and this is one of the earliest ways you can meet that requirement. The ring tempting you when it dies is some very nice additional upside, too
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
Pack 1 Pick 9: Bill Ferny, Bree Swindler
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
Pack 1 Pick 10: Pelargir Survivor
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Pelargir Survivor
2.0 Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Pack 1 Pick 11: Mirkwood Spider
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Treason of Isengard
2.0 A three mana 2/2 that puts a spell on top of your library is an okay card. This is an effect players often overrate, as they imagine getting back a really great spell – and when you can do that it is pretty good. However, the fact you have to wait to draw that card really makes it significantly worse
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 1 Pick 12: The Black Breath
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Pack 1 Pick 13: Arwen's Gift
Bombadil's Song
2.5 The stats boost here isn’t great, and that means there are a more narrow number of creatures who can win a previously unwinnable combat with the help of Bombadil’s Song. It makes up for that some by also being capable of blanking removal spells and tempting you with the ring, so in the end I think you get a reasonable return on your investment
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Pack 1 Pick 14: Grey Havens Navigator
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
Pack 2 Pick 1: Old Man Willow
Spiteful Banditry
4.0 So, you have to pump a lot of mana into this for it to function as a sweeper, but that’s definitely doable. Plus, sometimes you’ll only want to kill a bunch of small stuff with it. Keep in mind you only get a single treasure back no matter how many opposing creatures you kill, but that treasure may assist you in casting something in the aftermath. It is also nice that it sticks around and gives you more treasure, though obviously that’s not where the bulk of this card’s value lies. Like most sweepers, it is highly situational, but the fact you can customize it to a degree, and it scales all game long, means that this will have an advantageous effect on the board state often enough that I think it looks quite good
Gollum's Bite
3.5 A one mana instant that gives -2/-2 is already premium removal. You can trade up with it super easy, so the fact that you can also get the Ring to tempt you from the graveyard is amazing upside to have on an already very good card.
Oath of the Grey Host
2.5 I don’t love giving my opponent a Food token, but the end result of this card is very efficient. You get three 1/1 Flyers, a treasure token, your opponent loses 3 life, and you get a Food – though that part is kind of a wash because your opponent does too. So, its kind of slow, but each chapter does deliver real value, and getting those 1/1s at the end is going to feel great. They do enter tapped, which makes this a lot clunkier than it would otherwise be, but I still think this looks pretty nice
Old Man Willow
4.0 This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
Claim the Precious
3.5 This is Murder, except it gets downgraded to a Sorcery and you get tempted by the ring in exchange. Either way, this is definitely premium removal as it can deal with almost anything efficiently while giving you a bonus effect. It does cost double black, and that does actually matter on premium removal, because the ones that only have one colored symbol are easily splashable, and that won’t be the case here
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Smite the Deathless
4.0 As usual, Red has a really good Common removal spell. Two mana for 3 damage at instant speed is always premium, so the fact this can exile the things it kills and shut down indestructibility is just gravy
Bag End Porter
3.0 This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Errand-Rider of Gondor
2.5 If you don’t control a legendary creature this gives you some decent card selection, and if you do control one, we’re talking about a 2-for-1. Generally that seems like that means if you play this on turn three it is probably just card selection, but by the mid to late game it will usually draw you a card straight up. The stats aren’t great of course, but this definitely does enough to make the cut pretty often.
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Nimrodel Watcher
3.0 This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Pack 2 Pick 2: Arwen Undómiel
Tom Bombadil
1.0 // 4.0 There are Sagas at Uncommon in this set, but it still seems like it will be a significant challenge getting Bombadil going. That, combined with a challenging mana cost, means only a very narrow number of decks can actually make him work. That said, if you do have great mana and 5 or more Sagas, he is completely insane. I think that means we need to use a buildaround grade
Rising of the Day
1.0 We’ve seen many cards like this over the years, and they just don’t do enough to be worth a card in Limited. Haste is nice and all, as is buffing your legendary creatures, but I don’t really want to spend three mana on an Enchantment that does both of those things. Legendaries are certainly prevalent in the set so the buff will matter, but it won’t matter enough, and Haste is only something that matters about half the time
Arwen Undómiel
3.5 This is a great payoff for Scrying, which is a big part of what Blue-Green is doing in the format. Getting to put a counter anywhere is powerful, and in the late game she can fuel herself. There will be times where Arwen is just a two mana 2/2 and you don’t find your Scry stuff, but one of the nice things about Scry is, if you find a little bit of it, you increase your chances of finding more, because…you know, you Scried
Dunland Crebain
3.5 This looks like a nice Common. A three mana 1/1 Flyer that also gives you a 2/2, or alternatively, puts two counters on a creature you already control, is a very nice rate.
Improvised Club
1.5 Giving up a real creature for this is not very good, as you end up 2-for-1ing yourself, but if you have a treasure or food, or expendable body to sacrifice, this will do a decent job. Its nice that it can go after the opponent, and that will sometimes close out games. Still, it takes enough set up to actually be worthwhile that you’re not always going to play it
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Galadhrim Bow
1.5 Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Glorious Gale
2.5 This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
Pack 2 Pick 3: Troll of Khazad-dûm
Faramir, Field Commander
3.5 The ideal thing here is to play him in your second main phase after a creature you control dies during combat. If you do that, you’re looking at a 2-for-1, and one that can also crank out a 1/1 token every now and then. The bad news is that Hill Giant stats aren’t great, and it takes some work for either of his effects to matter.
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Pack 2 Pick 4: Ioreth of the Healing House
Sharkey, Tyrant of the Shire
0.0 Sharkey won’t do a whole lot in Limited. There are some rare lands that he can shut down and steal the abilities of, and there’s a couple of Commons too, but the ones that aren’t Rare don’t really matter very much, and gaining and shutting down their abilities is meaningless. That, combined with a bad stat-line means that this isn’t something you’re going to play in Limited
Ioreth of the Healing House
3.0 The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Shire Scarecrow
1.5 A two mana 0/3 defender doesn’t tend to be very good, but this does a reasonable job of filtering your mana
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Pack 2 Pick 5: Saruman the White
Saruman the White
3.0 I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
Rising of the Day
1.0 We’ve seen many cards like this over the years, and they just don’t do enough to be worth a card in Limited. Haste is nice and all, as is buffing your legendary creatures, but I don’t really want to spend three mana on an Enchantment that does both of those things. Legendaries are certainly prevalent in the set so the buff will matter, but it won’t matter enough, and Haste is only something that matters about half the time
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Lórien Revealed
2.0 5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Galadhrim Bow
1.5 Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
Pack 2 Pick 6: Council's Deliberation
Council's Deliberation
3.5 This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
Mirror of Galadriel
2.0 Even in a set with this many legendaries, it is hard to imagine getting the cost on this ability down low enough consistently enough to be super happy with this. I guess if you can get it down to 3 the effect will feel passable, but you really need to go to 2 or less for it to feel like you’re getting a good deal, and the floor on the card is pretty miserable
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Sam's Desperate Rescue
2.0 One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
Willow-Wind
3.0 The last time we saw a 5-mana ¾ Flyer that Scried 2 on ETB it really over-performed, and that wasn’t even in a set with a Scry deck. This is probably one of Blue’s best Commons.
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Pack 2 Pick 7: Gorbag of Minas Morgul
Gorbag of Minas Morgul
3.0 This has decent base stats and a useful creature type, and the ability isn’t bad either. You aren’t always going to be in a spot to sacrifice a goblin or an orc for one of these effects, but there are definitely times where you’d be happy to turn a creature into a card or a Treasure
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Hobbit's Sting
3.0 White has a decent amount of food and lots of cards that help it go wide, so this will often have no problem doing at leas three damage. There are of course the awkward times where your board isn’t where it needs to be to take full advantage, and that probably prevents this from being premium removal.
Pelargir Survivor
2.0 Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Mirrormere Guardian
2.5 3-mana 4/2s tend to be reasonable, and in this set there are several cards that like it when you have a creature with 4 or more power, and this is one of the earliest ways you can meet that requirement. The ring tempting you when it dies is some very nice additional upside, too
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
Pack 2 Pick 8: Birthday Escape
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Protector of Gondor
2.5 We see versions of this card a lot, and its always fine. It is pretty much exactly what you expect to get from a 4-mana Common – 4/4 of stats spread across two bodies.
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
Birthday Escape
2.5 This seems like a nice deal for only a single Blue mana. Most of the time getting two effects for one mana ends up being pretty nice, and I think that’s the case here.
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Galadhrim Bow
1.5 Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Pack 2 Pick 9: Chance-Met Elves
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Bag End Porter
3.0 This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Nimrodel Watcher
3.0 This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Pack 2 Pick 10: Lothlórien Lookout
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Pack 2 Pick 11: Arwen's Gift
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Pack 2 Pick 12: Gimli's Fury
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Pack 2 Pick 13: Elven Farsight
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Pack 2 Pick 14: Esquire of the King
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Pack 3 Pick 1: Claim the Precious
Goldberry, River-Daughter
2.5 If you have some counters around, she can be a pretty cool value engine. Moving counters to her is nice, especially if you can get a +1/+1 counter from one of your Armies or something – but her ability to move her counters from herself to other stuff while drawing you cards is what really intrigues me. Unfortunately, you end up having to have the right board state and the time to use both of these activated abilities before she really starts delivering, and that seems like a pretty big ask. Maybe the coolest thing you can do with her is remove lore counters from Sagas, so that you can keep triggering their effects. So, she has a passable baseline, and if you have enough counters you’ll probably play her. But even in those situations she won’t be amazing that often because she’s so slow.
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Legolas, Counter of Kills
2.5 His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Quickbeam, Upstart Ent
3.5 On its own, Quickbeam is a 6-mana 5/6 that can give two things +2/+2 and trample until end of turn. That’s enough to make the board a lot more favorable for you to attack. Even if Quickbeam hase bad base-stats, I think that ETB ability is enough to make this a nice card. One that gets even better if you have some more Treefolk
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Banish from Edoras
2.0 This is passable removal, but certainly not premium. 5 mana is a lot to exile a creature at sorcery speed, and even though it gets a discount on a tapped creature, cards that can only kill tapped creatures at Sorcery speed are kind of rough, because it usually means your opponent got to hit you with the thing that you want to remove. It is still removal, and answers pretty much all creatures, but its so clunky it isn’t the kind of removal you’re going to prioritize.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Smite the Deathless
4.0 As usual, Red has a really good Common removal spell. Two mana for 3 damage at instant speed is always premium, so the fact this can exile the things it kills and shut down indestructibility is just gravy
Claim the Precious
3.5 This is Murder, except it gets downgraded to a Sorcery and you get tempted by the ring in exchange. Either way, this is definitely premium removal as it can deal with almost anything efficiently while giving you a bonus effect. It does cost double black, and that does actually matter on premium removal, because the ones that only have one colored symbol are easily splashable, and that won’t be the case here
Nasty End
1.5 This type of spell is never amazing, but it does often find a niche. If you have a legendary creature that is worth sacrificing this can feel particularly good, but the problem with this kind of card is always that you don’t always have something worth giving up. Using it in response to removal is often the ideal situation, and that can potentially be quite impressive. However, it still ends up being too situational to be anything special.
Lórien Revealed
2.0 5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Pack 3 Pick 2: Legolas, Counter of Kills
Oath of the Grey Host
2.5 I don’t love giving my opponent a Food token, but the end result of this card is very efficient. You get three 1/1 Flyers, a treasure token, your opponent loses 3 life, and you get a Food – though that part is kind of a wash because your opponent does too. So, its kind of slow, but each chapter does deliver real value, and getting those 1/1s at the end is going to feel great. They do enter tapped, which makes this a lot clunkier than it would otherwise be, but I still think this looks pretty nice
Legolas, Counter of Kills
2.5 His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Mirrormere Guardian
2.5 3-mana 4/2s tend to be reasonable, and in this set there are several cards that like it when you have a creature with 4 or more power, and this is one of the earliest ways you can meet that requirement. The ring tempting you when it dies is some very nice additional upside, too
Inherited Envelope
1.5 Manalith doesn’t tend to be very good in Limited. Using up a card just for inefficient fixing and ramp can be rough, though adding “The Ring Tempts You” to the mix probably does enough for this to be fixing you turn to when you’re desperate
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Morgul-Knife Wound
0.0 I don’t think this is very good. I know it looks like a really cheap removal spell, but it has some serious problems. It is basically a Black version of the kind of removal spell Blue usually gets that makes a creature into a 0/2 or whatever, and those are always pretty underwhelming. So, let’s go through this card’s problems: The biggest thing is that it it doesn’t entirely remove a creature on its own. That effectively means you’re going down a card, and not taking a full card from your opponent.. Just lowering a creature’s power means that it can still block – perhaps even really effectively since its toughness is unaffected. It can also use all of its abilities. And heck, if it has high enough power it might still be a decent attacker! All of that is bad news. Additionally, giving your opponent an option about whether to pay life or exile the creature is way worse than it looks, because your opponent can always choose whichever option doesn’t really matter for them, and most of the time – neither of them will matter. Basically, even when this does operate as removal it isn’t going to give you a full card of value, and there will be plenty of times where it is far worse than that
Many Partings
2.5 This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Ent's Fury
3.5 This looks like a nice removal spell for Green. +1/+1 + Fight for two mana is a good enough rate for this to be a nice card, so the 4 toughness or greater upside is enough to push this into “premium removal” range. You do always need to be careful with fight spells and choose a spot where you don’t risk getting completely blown out – like if your opponent removes your fighter in response – but there are plenty of windows where casting this will have a big impact
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Ithilien Kingfisher
3.0 This isn’t quite as good as a three mana 2/1 with Flying that draws when it enters the battlefield, but it is still quite good. It is a reasonable threat in the air, and it can deliver a two-for-one pretty often.
Pack 3 Pick 3: Morgul-Knife Wound
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Grond, the Gatebreaker
2.0 If your deck can’t make an Army, this doesn’t look especially good. Crew 3 is higher than you might think, and the payoff – while certainly a large creature, isn’t exactly amazing. Even if you do have an Army, the absolute ceiling of this card is a 4-mana 5/5 Trampler – and that’s certainly efficient, but you have to keep in mind the times where you won’t be able to crew it and you don’t have an army. And, trust me, those times will come.
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Morgul-Knife Wound
0.0 I don’t think this is very good. I know it looks like a really cheap removal spell, but it has some serious problems. It is basically a Black version of the kind of removal spell Blue usually gets that makes a creature into a 0/2 or whatever, and those are always pretty underwhelming. So, let’s go through this card’s problems: The biggest thing is that it it doesn’t entirely remove a creature on its own. That effectively means you’re going down a card, and not taking a full card from your opponent.. Just lowering a creature’s power means that it can still block – perhaps even really effectively since its toughness is unaffected. It can also use all of its abilities. And heck, if it has high enough power it might still be a decent attacker! All of that is bad news. Additionally, giving your opponent an option about whether to pay life or exile the creature is way worse than it looks, because your opponent can always choose whichever option doesn’t really matter for them, and most of the time – neither of them will matter. Basically, even when this does operate as removal it isn’t going to give you a full card of value, and there will be plenty of times where it is far worse than that
Haradrim Spearmaster
2.0 It is a little sad it can’t buff itself, as that would have made it significantly better, but offering +1/+0 to something every turn does do enough to improve combat for you often enough for this to be fine
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Escape from Orthanc
2.0 This gives a reasonable boost for only one mana, and the toughness means it will do enough to save it from a decent amount of removal too. The fact it gives Flying also means you can use this sometimes before you attack to get in for lethal. It is cheap and has enough different uses that it seems like a quality trick for white aggressive deck.
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Pack 3 Pick 4: Gothmog, Morgul Lieutenant
Ent-Draught Basin
0.0 This looks pretty bad. Sure, one mana to put a counter on a 1/1 isn’t a terrible deal, and as a mana sink you could do worse, but it will eventually be fairly expensive to put counters on things, and the fact it does it only at Sorcery speed is a pretty big problem too. This just seems too clunky
Gothmog, Morgul Lieutenant
4.0 So if you don’t already have an Orc Army, this is 4-mana for a 3/3 and a 1/1 with death touch, and if you do have one, this is 4-mana for a 3/3 and a +1/+1 counter on your Army. That’s a pretty good rate all around. It works with all the other tokens too!
Dunland Crebain
3.5 This looks like a nice Common. A three mana 1/1 Flyer that also gives you a 2/2, or alternatively, puts two counters on a creature you already control, is a very nice rate.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Isolation at Orthanc
3.0 This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
Pack 3 Pick 5: Lembas
Rising of the Day
1.0 We’ve seen many cards like this over the years, and they just don’t do enough to be worth a card in Limited. Haste is nice and all, as is buffing your legendary creatures, but I don’t really want to spend three mana on an Enchantment that does both of those things. Legendaries are certainly prevalent in the set so the buff will matter, but it won’t matter enough, and Haste is only something that matters about half the time
Entish Restoration
3.0 We’ve seen cards like this before, and they tend to be pretty good at fixing your mana and ramping. What we haven’t seen before is the “power 4 or greater” upside. When you can trigger that, this will really be a nice way to ramp and fix, although a lot of the time by the time you have a creature with power 4 or greater you won’t be as interested in fixing anyway. This does look like the kind of fixing you’re going to want to pick up if you’re splashing a third color or going with more than two colors, but you probably don’t play it beyond that. Worth noting that this can even potentially help you splash cards with double-costed mana, which isn’t always the case
Théoden, King of Rohan
3.5 I would already be in on a three mana ⅔ that gives something double strike when it ETBs, so the fact this triggers for your other humans – which you’ll have a lot of in Red-White – is pretty awesome.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Glorious Gale
2.5 This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Pack 3 Pick 6: Haunt of the Dead Marshes
Gandalf's Sanction
3.5 This looks like a nice signpost Uncommon. It can be kind of a blank card in the early game, but by the mid-to-late game, this is going to be capable of killing most stuff. Doing excess damage to the opponent is pretty sweet too, because sometimes when we see cards like this you’re doing crazy overkill damage with them in the later stages of the game, and this gives you something extra when that happens.
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Rally at the Hornburg
3.0 Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Haradrim Spearmaster
2.0 It is a little sad it can’t buff itself, as that would have made it significantly better, but offering +1/+0 to something every turn does do enough to improve combat for you often enough for this to be fine
Haunt of the Dead Marshes
2.0 Having a legendary creature isn’t a guarantee in this format, but it is easier than normal because of both the Ring Tempts You and a large number of legendary creatures in general. I like that you get to Scry 1 every time too!
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Pack 3 Pick 7: Generous Ent
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Escape from Orthanc
2.0 This gives a reasonable boost for only one mana, and the toughness means it will do enough to save it from a decent amount of removal too. The fact it gives Flying also means you can use this sometimes before you attack to get in for lethal. It is cheap and has enough different uses that it seems like a quality trick for white aggressive deck.
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Protector of Gondor
2.5 We see versions of this card a lot, and its always fine. It is pretty much exactly what you expect to get from a 4-mana Common – 4/4 of stats spread across two bodies.
Great Hall of the Citadel
1.5 This can certainly help you splash some powerful legendary creatures, but I’m a little skeptical. Most of these lands that normally only produce colorless, but can produce colored mana for a certain type of card end up not being worth it. Producing only colorless for the majority of cards in your deck can be a liability for your mana base, so it ends up sort of canceling out any upside you might get out of it when you have your legendaries around. You’re going to want to go after different fixing than this most of the time
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
Sam's Desperate Rescue
2.0 One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
Isolation at Orthanc
3.0 This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
Pack 3 Pick 8: Lembas
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
Shelob's Ambush
2.5 This is a really nice trick. Death touch and the toughness boost for only one mana means many creatures will be capable of taking down an opposing creature and surviving to tell the tale, and that’s likely to give you some pretty awesome tempo since it only costs a single mana. Its great that you also get some Food out of the deal!
Soothing of Sméagol
2.0 Two mana to bounce a nontoken creature isn’t an amazing deal these days. Remember, you’re only getting tempo and are actually going down a card. Still, this does allow you to impact the board and getting tempted by the ring is never a bad thing.
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Pack 3 Pick 9: Lórien Revealed
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Nasty End
1.5 This type of spell is never amazing, but it does often find a niche. If you have a legendary creature that is worth sacrificing this can feel particularly good, but the problem with this kind of card is always that you don’t always have something worth giving up. Using it in response to removal is often the ideal situation, and that can potentially be quite impressive. However, it still ends up being too situational to be anything special.
Lórien Revealed
2.0 5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Pack 3 Pick 10: Inherited Envelope
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Inherited Envelope
1.5 Manalith doesn’t tend to be very good in Limited. Using up a card just for inefficient fixing and ramp can be rough, though adding “The Ring Tempts You” to the mix probably does enough for this to be fixing you turn to when you’re desperate
Many Partings
2.5 This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Pack 3 Pick 11: Mordor Trebuchet
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Pack 3 Pick 12: Bewitching Leechcraft
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Pack 3 Pick 13: Knights of Dol Amroth
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Pack 3 Pick 14: Bewitching Leechcraft
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.