Phial of Galadriel
3.0 A three-mana mana rock that can tap for one mana of any color usually isn’t very good in Limited. If a format turns out to be more ramp or multicolor heavy it gets better, but Manalith on its own definitely isn’t very good. This does have additional upside, but both are pretty narrow. The life gain part especially so, since you need to both have 5 or less life and something to gain you life. It will happen sometimes, but not very often. I’m more interested in the Phial drawing extra cards, as that’s where the real power is. Most games that go relatively long result in you having an empty hand, and it also means that you’ll probably be able to play both things you draw a lot of the time and keep on drawing extra. So, early this is an almost-passable mana rock, and then in the late game it can grind you out a win, and maybe gain you some extra life
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.
Bill the Pony
3.0 Not killing everything is a little bit of a bummer, but this will usually be able to kill the best things on the battlefield. You can build around it to some extent too, but not having a bunch of creatures who get destroyed by it, and it isn’t like that’s super hard to do in White. Getting some Food is some nice upside to have too. Overall I think this looks pretty good. IT will be a bit awkward sometimes, as sweepers often are in Limited, and there will be times where it hurts you more than your opponent. However, you will find enough board states where you come out ahead when the dust settles.
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.
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.
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
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Mirkwood Bats
3.0 This stat-line is well below rate these days, but this ability has the potential to be fairly strong, especially if you have some Food or Treasure tokens around since they are tokens that you create with built-in sacrifice effects
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
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
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.
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.
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
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.
Pack 1 Pick 2: Troll of Khazad-dûm
Shadowfax, Lord of Horses
2.5 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
Gift of Strands
2.5 When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
Celeborn the Wise
3.0 Scrying is a well-supported theme in Blue-Green, and Celeborn is another nice payoff for doing so. He will always attack as a 4/4, since he counts himself, and there are going to plenty of times where you can Scry additional times to buff him, especially because his Scry ability will theoretically allow you to find even more Scry! He will largely be a Hill Giant on your opponents turn, but some instant speed scry can also cause some problems for your opponent
The Torment of Gollum
2.5 So, the last time we saw Amass, there was an Amass discard spell that really overperformed. It only amassed one and cost one less mana, so the cards aren’t identical, but I am reasonably confident in saying that this is going to be a nice Common. This can net you a 2-for-1 in lots of situations. Just imagine this was a 4-mana 2/2 that lets you go after your opponents hand…because that’s basically what this is. It does feel a little less good when you just put two counters on something, but that’s still not a bad deal
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
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.
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
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
Shire Terrace
2.5 This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
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.
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.
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.
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 1 Pick 3: Gollum, Patient Plotter
Rise of the Witch-king
2.0 4 mana is a lot for a symmetrical edict, but the ability to return any permanent to the battlefield makes up for that some. Since it lets you get any permanent, you have a better chance than usual of having something worth bringing back, although the best thing to bring back is usually still going to be a creature. It does also take something away from your opponent, but it will frequently not be a very meaningful creature
Gollum, Patient Plotter
3.0 A two mana 3/1 is usually borderline playable with nothing else going on, and Gollum definitely has some other stuff going on. Getting tempted by the Ring is a pretty nice effect, and you can keep bringing Gollum back. Bringing him back won’t really be worth it unless you have some sacrifice fodder lying around, but that’s not a huge ask
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.
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
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!
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
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
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
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
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
Warbeast of Gorgoroth
2.0 On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
Pack 1 Pick 4: Tale of Tinúviel
Tale of Tinúviel
2.0 This has a pretty high ceiling, mostly as a result of Chapter II. If you can set it up to reanimate something nice, that’s going to be great. Chapter I and III deliver some value too of course, and is value that is more easily accessible, but it is decidedly less. Making something indestructible for a couple of turns is usually going to have at least some impact on the game, whether it allows you to attack or block more effectively, and lifelink can help alter a race. However, if you aren’t able to reanimate something reasonable with Chapter II, this is going to feel pretty bad overall. I think that really limits just how good this Saga can be. Sometimes it will feel amazing, when you reanimate a bomb or something – other times it will have two medium effects that don’t really get close to being worth the mana.
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.
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.
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
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
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
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.
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.
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!
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.
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
Pack 1 Pick 5: Peregrin Took
Peregrin Took
4.0 There are many ways to make tokens in this set, and lots of Food and Food payoffs, so Peregrin’s ability to give you more Food and cash in that food for cards is pretty impressive. The stats are underwhelming to be sure, but this is a very real value engine
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
Breaking of the Fellowship
1.5 We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
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.
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.
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!
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
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
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!
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: Uruk-hai Berserker
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
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
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
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
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.
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
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.
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.
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 7: Mushroom Watchdogs
Shortcut to Mushrooms
2.5 Normally this kind of enchantment is kind of rough to get going. Sure, things you control leave the battlefield in Magic – no doubt about it, but they have to do it a lot for this to really deliver. There will be many turns when this does nothing, and the times where you do a counter don’t always make up for it. However, the Ring Tempting you does mean this always does something up front, and you can also wait to play the shortcut until your second main phase when it is clear it will spit out a +1/+1 counter, in which case it doesn’t feel too bad. It also works well with Food!
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
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.
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.
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.
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.
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
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.
Pack 1 Pick 8: Smite the Deathless
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
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
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
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
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
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
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 9: Olog-hai Crusher
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
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
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
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.
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.
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
Pack 1 Pick 10: Bag End Porter
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.
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
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.
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.
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 1 Pick 11: Galadhrim Guide
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
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
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
Pack 1 Pick 12: Took Reaper
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.
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
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 1 Pick 13: Eastfarthing Farmer
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!
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 14: Orcish Medicine
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
Pack 2 Pick 1: Rosie Cotton of South Lane
Lotho, Corrupt Shirriff
3.0 Getting treasure when people cast two spells in a turn is pretty nice, and it can sort of fuel itself – since if you have treasure, it will be easier for you to cast two spells in a turn. That said, this won’t really start triggering until the later stages of the game, when treasure is less valuable, and the life loss on the card will occasionally be a problem
Shadowfax, Lord of Horses
2.5 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
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
Rosie Cotton of South Lane
4.0 So, provided you have at least one other creature in play, she’s a three mana 1/1 that gives you a food token and puts a +1/+1 counter somewhere. That’s a decent rate, especially because creating more tokens means you can really go crazy with +1/+1 counters. I like the baseline, and the upside here is massive.
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.
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.
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.
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
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.
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
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.
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.
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 2: Nasty End
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
Meneldor, Swift Savior
3.5 A 4-mana 3/3 Flyer is still a pretty good rate, and at worst this can exile itself when it hits your opponent, which also effectively gives it Vigilance. Obviously, you can get more value out of blinking things with ETB abilities and stuff, but the baseline here is already pretty nice.
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
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.
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.
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
Warbeast of Gorgoroth
2.0 On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
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
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.
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
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.
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
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 2 Pick 3: Oath of the Grey Host
Gift of Strands
2.5 When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
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
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.
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.
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
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
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.
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
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.
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
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 2 Pick 4: Claim the Precious
Frodo Baggins
3.0 This card has a really strange design. A two mana ⅓ that has the ring tempt you is a solid enough card, but the fact Frodo forces things to block him is really weird, especially because the very first effect you get from The Ring is that your creature can’t be blocked by creatures with more power than it has. So uh..in other words, Frodo will be very difficult to block most of the time anyway, thus forcing things to block him doesn’t really matter very much. The Ring does eventually give you some effects that like it when your opponent blocks, but again – if Frodo is your ring-bearer, very few creatures will be able to block him anyway. This doesn’t make the card bad at all, because the Ring is a nice thing to get going, or a nice thing to upgrade…just a very strange design
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
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.
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
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.
Quarrel's End
1.5 This is an interesting take on the obligatory Tormenting Voice effect. It costs one more, but you also get to add something to the board, and I think that’s pretty nice. Still, it is the kind of card that gets cut a lot as it doesn’t actually do that much
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
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.
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
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.
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.
Pack 2 Pick 5: Smite the Deathless
Shadowfax, Lord of Horses
2.5 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
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.
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.
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
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
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
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
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
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.
Pack 2 Pick 6: Breaking of the Fellowship
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!
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.
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
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
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
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
Breaking of the Fellowship
1.5 We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
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 2 Pick 7: Ranger's Firebrand
Ranger's Firebrand
4.0 This looks great. One mana for 2 damage is always an awesome rate, and it means you can easily trade up with this. This would be premium removal even if it didn’t tempt you, but it does, and that’s some powerful additional value to tack on to an already premium removal spell
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.
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
Quarrel's End
1.5 This is an interesting take on the obligatory Tormenting Voice effect. It costs one more, but you also get to add something to the board, and I think that’s pretty nice. Still, it is the kind of card that gets cut a lot as it doesn’t actually do that much
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
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
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!
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 2 Pick 8: Rohirrim Lancer
Gimli, Counter of Kills
2.5 A 4-mana 4/3 Trampler just isn’t enough these days, and while his ability will allow you to get in some extra damage, the only time it will feel significant is when you find yourself in a spot where you can attack with everything, at which point it can wreak havoc on combat. Meanwhile, Gimli dies to lots of cheap removal and that ceiling you’re hoping for just won’t happen that 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
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
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
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
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!
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 2 Pick 9: Rush the Room
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
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.
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.
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.
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 10: Warbeast of Gorgoroth
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
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.
Warbeast of Gorgoroth
2.0 On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
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
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
Pack 2 Pick 11: Rohirrim Lancer
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.
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
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
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 2 Pick 12: Isolation at Orthanc
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.
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.
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 2 Pick 13: Shadowfax, Lord of Horses
Shadowfax, Lord of Horses
2.5 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
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.
Pack 2 Pick 14: Captain of Umbar
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 1: Dunland Crebain
The Watcher in the Water
0.0 // 4.0 This seems like it takes a little bit too much work to work consistently in Limited. A 5-mana 9/9 that spits out 1/1s is great and all, but it enters tapped and heavily stunned, and if you don’t have several ways to draw cards on your opponents turn, you’re not going to be getting those 1/1s real often either. If you can get the 1/1s things look way better, because then you start adding to the board and making it tough for your opponent to attack, because if you can block with those 1/1s your opponent is going to deal with an untapped Watcher that will start stunning their stuff. I guess this probably needs a build around grade, because even your typical Blue deck probably isn’t going to have enough ways to draw cards on your opponents turn to make this worth it – in which case it is simply unplayable. If you can find enough ways to draw cards on your opponent’s turn though, especially repeatable ways, the Watcher will turn into a nightmare for your opponent
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.
Bill the Pony
3.0 Not killing everything is a little bit of a bummer, but this will usually be able to kill the best things on the battlefield. You can build around it to some extent too, but not having a bunch of creatures who get destroyed by it, and it isn’t like that’s super hard to do in White. Getting some Food is some nice upside to have too. Overall I think this looks pretty good. IT will be a bit awkward sometimes, as sweepers often are in Limited, and there will be times where it hurts you more than your opponent. However, you will find enough board states where you come out ahead when the dust settles.
Butterbur, Bree Innkeeper
3.0 The stats aren’t good, but being able to get a food token any time you don’t have one seems pretty nice, especially if you have something to sacrifice it to every turn. You can also just sacrifice it to gain life every turn too, of course.
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.
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
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.
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.
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!
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.
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.
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.
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.
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
Pack 3 Pick 2: Easterling Vanguard
Fiery Inscription
1.0 // 2.5 Obviously, this is a build around. You need a lot of instants or sorceries, because three mana to get tempted by the ring just isn’t enough. If you do end up in a spell deck – which is very possible in Red – and I’m talking like 7+ instants and sorceries, it does became a pretty nice win condition. However, I don’t thinkt he ceiling on it is that high, since it only hits players
Shadow Summoning
3.0 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
Prince Imrahil the Fair
3.0 This is a nice signpost for Blue-White, which is obviously about drawing two cards a turn. Getting a 1/1 is a very real return on that type of investment
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.
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
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.
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.
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.
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
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
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.
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
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.
Pack 3 Pick 3: Claim the Precious
Fiery Inscription
1.0 // 2.5 Obviously, this is a build around. You need a lot of instants or sorceries, because three mana to get tempted by the ring just isn’t enough. If you do end up in a spell deck – which is very possible in Red – and I’m talking like 7+ instants and sorceries, it does became a pretty nice win condition. However, I don’t thinkt he ceiling on it is that high, since it only hits players
Glorfindel, Dauntless Rescuer
2.5 This combination of abilities seems pretty good, and makes Glorfindel capable of doing something powerful in a few different situations. For example, if your opponent has a 2/2 around that you can force to block, that feels pretty good. And, if your opponent can only take down Glorfindel with a double block, you can shut that down. It gets really interesting when you scry more than once in a turn and you can choose both, which you’ll want to do in some situations. All that said, while the design is definitely cool, I think it will be hard to line things up consistently with Glorfindel, especially because he demands you Scry for this effect to ever happen in the first place.
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.
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.
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
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
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.
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
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.
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
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.
Pack 3 Pick 4: Troll of Khazad-dûm
Shire Shirriff
3.5 You won’t always be able to exile something with the Sheriff, but there are enough tokens in this set that this will function as removal often enough, and the baseline isn’t a terrible card anyway. Obviously giving up food is the ideal thing, but sometimes giving up a 1/1 or an Army will be worth it too.
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
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.
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
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.
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.
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.
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.
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
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
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 3 Pick 5: Swarming of Moria
Rise of the Witch-king
2.0 4 mana is a lot for a symmetrical edict, but the ability to return any permanent to the battlefield makes up for that some. Since it lets you get any permanent, you have a better chance than usual of having something worth bringing back, although the best thing to bring back is usually still going to be a creature. It does also take something away from your opponent, but it will frequently not be a very meaningful creature
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.
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
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.
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
Shire Terrace
2.5 This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
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
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.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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 3 Pick 6: Cirith Ungol Patrol
Landroval, Horizon Witness
3.5 A 5-mana ¾ Flyer is borderline playable, and sometimes this will give Flying to other stuff too! If you can attack with two things the turn it comes down you will get an immediate return on your investment, and if Landroval makes it to your next turn, it is very easy for you to attack with two things, since Landroval counts itself!
Long List of the Ents
1.0 This is a really neat and flavorful design, and sometimes it will give you a ton of value. Imagine playing it on turn one with a hand that can curve out. Theoretically, if you name the right creatures, you can have all of those come down with extra counters. Of course, problem is, getting this late makes it pretty close to a dead card, and it will really only shine if you play it on turn one and have a hand full of creatures. That makes it too narrow
Celeborn the Wise
3.0 Scrying is a well-supported theme in Blue-Green, and Celeborn is another nice payoff for doing so. He will always attack as a 4/4, since he counts himself, and there are going to plenty of times where you can Scry additional times to buff him, especially because his Scry ability will theoretically allow you to find even more Scry! He will largely be a Hill Giant on your opponents turn, but some instant speed scry can also cause some problems for your opponent
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
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
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
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.
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
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Pack 3 Pick 7: Battle-Scarred Goblin
Reprieve
2.5 This is basically a White Remand, and that’s pretty nice! Sure, your opponent gets the card back and can cast it in the future, but Reprieve also replaces itself, so getting some nice tempo is actually a reasonable deal. There will be times in the late game where your opponent can just cast the thing you bounce without a whole lot of effort, but the fail case is still that you get to draw a card.
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.
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
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!
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
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.
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 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 3 Pick 8: East-Mark Cavalier
Shortcut to Mushrooms
2.5 Normally this kind of enchantment is kind of rough to get going. Sure, things you control leave the battlefield in Magic – no doubt about it, but they have to do it a lot for this to really deliver. There will be many turns when this does nothing, and the times where you do a counter don’t always make up for it. However, the Ring Tempting you does mean this always does something up front, and you can also wait to play the shortcut until your second main phase when it is clear it will spit out a +1/+1 counter, in which case it doesn’t feel too bad. It also works well with 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.
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.
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.
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
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
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.
Pack 3 Pick 9: Shelob's Ambush
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.
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.
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.
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!
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.
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.
Pack 3 Pick 10: Westfold Rider
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
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.
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.
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
Pack 3 Pick 11: Soldier of the Grey Host
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.
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.
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.
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
Pack 3 Pick 12: Dúnedain Blade
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.
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.
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 3 Pick 13: Now for Wrath, Now for Ruin!
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
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
Pack 3 Pick 14: Galadhrim Guide
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