Galadriel of Lothlórien
4.0 She has decent base stats, and getting to Scry 3 when the ring tempts you is a pretty big deal. Once you are Scrying that much it feels pretty close to drawing a card, because you gain so much control over your next few draws. And on top of that she also lets you effectively draw cards and ramp when you Scry! She seems like a very accessible value engine
Bitter Downfall
3.5 If this always cost 4 mana, it would be a good removal spell, so the upside of destroying a damaged creature for a lot less mana is nice. That said, most of the time I imagine you’ll be firing this off for the full four mana, but that’s perfectly fine.
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
The Grey Havens
2.0 This seems like it will be able to add at least one color of mana to your mana pool by the middle stages of the game, and that’s not bad on a land that also Scries and has the potential upside of tapping for more colors. Still, there will be some awkward situations where you can only get colorless mana out of this, and that’s kind of rough
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.
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
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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.
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.
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
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.
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
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.
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
Pack 1 Pick 2: Pippin, Guard of the Citadel
Pippin, Guard of the Citadel
3.5 A two mana 2/2 with Vigilance and Ward 1 isn’t a bad starting point, and Pippin comes with a heck of an ability! Protection from an entire card type is pretty great, and means that Pippin can not only help your creatures dodge removal, he can also make your creatures unblockable in the right situation. Of course, he can’t use his ability on himself, so most of the time your opponent will prioritize getting rid of him, but at least Ward 1 makes that a little bit more challenging. Still, the fail case here is a nice card, and the ability to protect stuff is quite good
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
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.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
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.
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
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.
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
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
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
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
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
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!
Pack 1 Pick 3: Grishnákh, Brash Instigator
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
Grishnákh, Brash Instigator
4.0 Even if you don’t think about the Threaten effect, a three mana 1/1 that makes a 2/2, or alternatively puts 2 counters on an Army you already have is a pretty nice rate. With the threaten effect in the mix it gets even better, especially if you’re in Black/Red and you have some cheap sacrifice outlets
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
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
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
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
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
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.
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
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.
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 1 Pick 4: Troll of Khazad-dûm
Mirror of Galadriel
2.0 Even in a set with this many legendaries, it is hard to imagine getting the cost on this ability down low enough consistently enough to be super happy with this. I guess if you can get it down to 3 the effect will feel passable, but you really need to go to 2 or less for it to feel like you’re getting a good deal, and the floor on the card is pretty miserable
The Mouth of Sauron
3.5 If you get Amass 2 or more out of this, it is going to feel like a great deal, and by the later stages of the game it could make your Army absolutely massive or just create a massive Army for you. There will be some awkward times where you can only Amass 0 or 1, but you do have two separate graveyards to rely on, so your chances of getting good value out of this are pretty high
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
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
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
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.
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.
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
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
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Pack 1 Pick 5: Gandalf's Sanction
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
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.
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
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
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
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
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
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
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
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
Pack 1 Pick 6: The Black Breath
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.
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.
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.
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
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.
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
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.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
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 7: Cast into the Fire
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
Friendly Rivalry
3.5 This card would be awesome even without the Wizard upside. Three mana to do 5 damage to a creature is premium, and it offers additional options! If you do have a Wizard it can feel truly insane, as drawing 2 and killing a creature, or destroying an artifact for three mana is nuts!
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.
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.
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
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
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.
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
Pack 1 Pick 8: The Torment of Gollum
Meriadoc Brandybuck
3.0 Meriadoc itself is a Halfling so at worst it is a two mana 2/2 that makes a food when it attacks, and that’s a solid card to have around. It gets even better when you’ve got more Halflings and food payoffs, and neither of those seems like a big stretch for Green
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
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.
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.
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.
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
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
Pack 1 Pick 9: Breaking of the Fellowship
The Grey Havens
2.0 This seems like it will be able to add at least one color of mana to your mana pool by the middle stages of the game, and that’s not bad on a land that also Scries and has the potential upside of tapping for more colors. Still, there will be some awkward situations where you can only get colorless mana out of this, and that’s kind of rough
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
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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.
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
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.
Pack 1 Pick 10: Erebor Flamesmith
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
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
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
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
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Pack 1 Pick 11: Galadhrim Guide
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
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
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
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 1 Pick 12: Stalwarts of Osgiliath
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
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.
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
Pack 1 Pick 13: Ent's Fury
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
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 1 Pick 14: Bombadil's Song
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
Pack 2 Pick 1: Voracious Fell Beast
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
Ringsight
0.0 Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
Voracious Fell Beast
3.0 This is a reasonably-sized flyer that subtracts from the opponent’s board and gives you a Food, and that is a pretty attractive package. If it only gave you the food or was only an edict effect it would be playable so getting both is nice! Of course, edicts do tend to get worse by the time you cast something like this, since your opponent is more likely to have some creature they don’t really care about, but still
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.
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
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.
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
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
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.
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.
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.
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
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.
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.
Pack 2 Pick 2: Éomer of the Riddermark
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
Ioreth of the Healing House
3.0 The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
Éomer of the Riddermark
4.0 A 5-mana 5/4 Haste is decent, so the fact this can spit out a 1/1 a decent chunk of the time is pretty nice. Since Eomer himself has 5 power, there’s a pretty good chance he’ll be making that first token the turn you play him, which is great.
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.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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
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.
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.
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
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.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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
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
Pack 2 Pick 3: Mauhúr, Uruk-hai Captain
Mauhúr, Uruk-hai Captain
3.5 This is mostly useful alongside Amass, but the good news is there’s a ton of that in Black and Red in this set. A two mana 2/2 with Menace that gives you some extra counters here and there definitely makes for a nice signpost Uncommon
Elrond, Lord of Rivendell
3.5 A three mana 3/2 with Scry 1 isn’t terrible, and adding Scry 1 to all of your creatures is a nice deal. Triggering it more than once isn’t impossible either, and the value you get from the Ring gives you even more upside
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
Birthday Escape
2.5 This seems like a nice deal for only a single Blue mana. Most of the time getting two effects for one mana ends up being pretty nice, and I think that’s the case here.
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
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
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
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.
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
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.
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 2 Pick 4: Easterling Vanguard
Old Man Willow
4.0 This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
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!
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
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
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
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.
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.
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
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.
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.
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
Pack 2 Pick 5: Swarming of Moria
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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
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.
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
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.
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
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.
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
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Pack 2 Pick 6: Dunland Crebain
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
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.
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!
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
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.
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
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
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.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Pack 2 Pick 7: Rally at the Hornburg
Strider, Ranger of the North
4.0 This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
Horses of the Bruinen
1.0 You usually go down a card when you cast this without taking any cards away from your opponent. You might get some tempo, provided you bounce things that are expensive enough, but that is far from guaranteed. This can bounce Armies, which might feel pretty good when the Army is particularly large, but overall this doesn’t feel like it can consistently give you what it needs to when you’re spending 5 mana and using up a card.
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
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.
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
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Pack 2 Pick 8: 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
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.
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.
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.
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.
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
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!
Pack 2 Pick 9: Ringsight
Ringsight
0.0 Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
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
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.
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.
Pack 2 Pick 10: Snarling Warg
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.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Galadhrim Bow
1.5 Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Pack 2 Pick 11: Mirkwood Bats
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
Mirkwood 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
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.
Pack 2 Pick 12: Shire Terrace
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.
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.
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.
Pack 2 Pick 13: The Black Breath
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Pack 2 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
Pack 3 Pick 1: Glóin, Dwarf Emissary
Glóin, Dwarf Emissary
3.5 This has solid base stats, and getting a treasure or two out of him seems pretty likely! Goading creatures is pretty nice too, as it is surprisingly flexible. You can use it to force a small creature to attack into your larger creatures, or you can just use it to get a blocker out of the way on your next turn. This all means Gloin has a real impact on the board all game long
Goblin Fireleaper
3.0 A two mana 1/1 that does 1 to something when it dies is borderline playable, and this has a much higher ceiling than that! It goes great with Equipment and other buffs, and it can buff its own power, really presenting a problem for your opponent. It is a pretty nice card all game long, as you can always attack with it and threatne to buff it, which creates problems on most board states. Your opponent often has to take it or risk getting 2-for-1’d when it gets pumped
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.
Denethor, Ruling Steward
3.5 Playing this in your second main phase after something died in combat is going to feel pretty good, as at that point Denethor is a three mana 2/4 and a 1/1 token, which is an amazing rate! Plus, he can give up creatures to drain life, and you can do that once every turn without really giving anything up, because he can just sacrifice the token every time
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!
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.
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.
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.
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
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.
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.
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.
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.
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.
Pack 3 Pick 2: Reprieve
Council's Deliberation
3.5 This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
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.
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.
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.
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.
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
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
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
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.
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.
Pack 3 Pick 3: Voracious Fell Beast
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Voracious Fell Beast
3.0 This is a reasonably-sized flyer that subtracts from the opponent’s board and gives you a Food, and that is a pretty attractive package. If it only gave you the food or was only an edict effect it would be playable so getting both is nice! Of course, edicts do tend to get worse by the time you cast something like this, since your opponent is more likely to have some creature they don’t really care about, but still
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.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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.
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
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.
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.
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.
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.
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.
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
Pack 3 Pick 4: Mirkwood Bats
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
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.
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
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
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
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
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.
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
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.
Pack 3 Pick 5: Uglúk of the White Hand
Uglúk of the White Hand
3.0 Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
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
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
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.
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.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
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
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 6: Mirkwood Bats
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!
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
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
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
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
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
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.
Pack 3 Pick 7: Erebor Flamesmith
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
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.
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.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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.
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
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.
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Pack 3 Pick 8: Swarming of Moria
Council's Deliberation
3.5 This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
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.
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
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
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
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
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Pack 3 Pick 9: Fire of Orthanc
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.
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.
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.
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.
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.
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.
Pack 3 Pick 10: Bill Ferny, Bree Swindler
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
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.
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.
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
Isolation at Orthanc
3.0 This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
Pack 3 Pick 11: Escape from Orthanc
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.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
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
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.
Pack 3 Pick 12: Hithlain Knots
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
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
Pack 3 Pick 13: Stone of Erech
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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
Pack 3 Pick 14: Shire Scarecrow
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