Swiftfoot Boots
3.0 The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Arcane Proxy
3.5 Playing this for three and copying a cheap spell is going to be a great feeling, and it is certainly doable! Casting it the regular way also gives you even more options from the graveyard, though obviousy that is a much bigger investment.
Skyfisher Spider
3.5 This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Symmetry Matrix
0.0 // 3.0 This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
Haywire Mite
2.0 This has plenty of targets in this format, so it is certainly a main deck card. Doesn’t hurt that it is a cheap artifact in a format that really cares about such things
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Pack 1 Pick 2: Wing Commando
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
Pyrrhic Blast
2.5 We see these sacrifice effects a lot and they are usually kind of a pain to use, since you 2-for-1 yourself! But this gets around that by replacing itself with a draw a card effect. You can also hit any player with it, so it can finish someone off which is cool. Now, it still does require some set up that is surprisingly awkward sometimes – like you need a creature with high enough power or some sacrifice synergy or this can fall pretty flat. It is an Instant, so you can use it in response to removal and stuff which helps
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Stern Lesson
2.5 This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Wing Commando
3.5 We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Pack 1 Pick 3: Flow of Knowledge
Ornithopter
1.0 This is another 0 mana artifact that doesn’t really give you a full card of value. You just don’t get enough out of playing a 0/2 Flyer to make it worth the card, and that matters a ton in Limited. This can basically come down and chump block something – and sometimes you can equip it or give it some counters, which makes things more interesting – but that’s a lot of work to make a terrible card passable
Gnawing Vermin
2.0 This gives you a bunch of little stuff, but getting all of it for one mana is a pretty decent deal! One mana 1/1s that can give -1/-1 to something when they die are usually pretty nice, as they can trade up for X/2s or even get a 2-for-1 if your opponent has two X/1s. The fact it mills sets up a couple of different Black decks in the format too
Flow of Knowledge
1.0 // 3.0 I don’t love this if you aren’t basically mono-blue. If you cast this with three Islands in play – a pretty common occurrence in your typical two-color Limited deck – you aren’t going to be very happy. By the later game it is likely to do a little better, but because you have to discard two you need to be drawing at least 4 with this consistently, and even that doesn’t feel great.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Pack 1 Pick 4: Scrapwork Rager
Yotian Dissident
3.5 This counts artifacts that come into play in any way at all, and that includes making powerstone tokens. This looks like it will be capable of stacking up a whole lot of counters! It does start very small and vulnerable, though.
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Slagstone Refinery
1.0 Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Scrapwork Rager
3.0 This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Pack 1 Pick 5: Foundry Inspector
Foundry Inspector
3.5 This looks amazing in this format, because most decks are going to have 7+ artifacts, and some will have even more! This makes your artifacts easy to cast while adding a very real body to the board – that makes it a heck of a lot better than something like Cloud Key.
Defabricate
0.5 This set might have a lot of artifacts and enchantments in it, but I’m still thinking this is a bit too narrow to be good in your main deck. It can counter activated or triggered abilities, which gives it some additional uses – but it is often hard to get a full card back when you counter one of those. Yeah, this still feels like sideboard material.
Spotter Thopter
3.0 A 4-mana ⅔ that scries 2 is a 2.5 at very worst. Scrying 2 isn’t that far off from drawing a card! So, the fact it has late-game upside as an 8-mana ⅘ that Scries 4 is pretty nice.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Powerstone Fracture
2.5 In case you didn’t get it from the card’s name, the ideal thing to do here is going to be to sacrifice a powerstone. In that case, you aren’t using up a real card – and that’s good, because giving up a real card to cast this is pretty bad. It is basically a wore bone splinters, and it isn’t like bone splinters is an incredible card. I still think this falls below premium removal because of the set up needed to make it decent
Pack 1 Pick 6: Lat-Nam Adept
Symmetry Matrix
0.0 // 3.0 This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
Blanchwood Armor
0.0 // 2.5 This is a reprint, and it is not especially good in Limited. It can offer a huge boost, especially if you’re heavy Green, but it doesn’t do enough to mitigate against the downside of getting 2-for-1’d. There are some good targets for it in the format for sure, but having one of those targets in play is additional set up in addition to needing a bunch of Forests!
Thran Power Suit
1.5 On its own, this is a two mana to play and two to equip equipment that grants +1/+1 and Ward 2. The Ward 2 is a pretty nice thing to have, as it makes your investment in equipping it feel a little less painful.
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Pack 1 Pick 7: Symmetry Matrix
Symmetry Matrix
0.0 // 3.0 This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
Scrapwork Mutt
2.5 A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Pack 1 Pick 8: Jalum Tome
Jalum Tome
0.5 // 2.0 This is a pretty clunky way to loot, but the Blue-Black deck in the format is probably interested in this, as it gives you a way to consistently trigger all of your payoffs for drawing a second card in a turn.
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Gixian Infiltrator
2.0 This is a solid, if unexciting sacrifice payoff that will work especially well in the Black/Red deck. It starts with decent stats and a few counters are enough to make it a threat
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Pack 1 Pick 9: Symmetry Matrix
Swiftfoot Boots
3.0 The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Symmetry Matrix
0.0 // 3.0 This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
Haywire Mite
2.0 This has plenty of targets in this format, so it is certainly a main deck card. Doesn’t hurt that it is a cheap artifact in a format that really cares about such things
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Pack 1 Pick 10: Thran Vigil
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Pack 1 Pick 11: Ornithopter
Ornithopter
1.0 This is another 0 mana artifact that doesn’t really give you a full card of value. You just don’t get enough out of playing a 0/2 Flyer to make it worth the card, and that matters a ton in Limited. This can basically come down and chump block something – and sometimes you can equip it or give it some counters, which makes things more interesting – but that’s a lot of work to make a terrible card passable
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Pack 1 Pick 12: Mask of the Jadecrafter
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Slagstone Refinery
1.0 Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Pack 1 Pick 13: Tocasia's Onulet
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Pack 1 Pick 14: Blanchwood Prowler
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Pack 1 Pick 15: Combat Courier
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Pack 2 Pick 1: Gix's Command
Self-Assembler
0.0 // 3.0 Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
Gix's Command
4.5 Like the other commands, this looks pretty darn good. You’ll frequently want to make your opponent sacrifice their big creature, and that effect alone isn’t worth much less than five mana – so everything else you can get is pretty sweet, and most of it is very impactful. Making a creature bigger and giving it lifelink until end of turn can really change the game, as can sweeping away small creatures or returning two creatures to your hand from the graveyard! This can give you a 3-for-1 a few different ways, which is sweet – even if it is a bit clunky as a 5-mana Sorcery.
Thopter Architect
3.5 This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
Recruitment Officer
3.0 This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
Take Flight
3.5 This is quite the Aura! +1/+0 and Flying is going to make a lot of creatures problematic, and because you get to draw a card when your creature attacks, it helps get around the dangerous 2-for-1 downside that is inherent with an Aura. If the creature you put this on is allowed to continue unchecked, you’re just going to win.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Penregon Strongbull
3.0 This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
Weakstone's Subjugation
3.0 I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
Pack 2 Pick 2: Evangel of Synthesis
Foundry Inspector
3.5 This looks amazing in this format, because most decks are going to have 7+ artifacts, and some will have even more! This makes your artifacts easy to cast while adding a very real body to the board – that makes it a heck of a lot better than something like Cloud Key.
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Recruitment Officer
3.0 This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Weakstone's Subjugation
3.0 I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Pack 2 Pick 3: Koilos Roc
Springleaf Drum
1.0 It is surprisingly hard to set up this kind of mana ramp in Limited. This can get your mana going incredibly fast provided you have some early creatures, but that’s far from guaranteed, and then by the mid-to-late game it has waning usefulness
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
The Fall of Kroog
0.5 As usual, land destruction tends to be pretty bad in Limited. There aren’t enough powerful nonbasics around, so you find yourself just destroying regular lands, and doing that for six mana isn’t really where you want to be. Land destruction at that stage often has a minimal impact on the game. And sure, this adds a bolt to the face and can kill some X/1s, but I still don’t feel like its enough to play this thing
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Goblin Blast-Runner
2.0 This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Pack 2 Pick 4: Take Flight
Hurkyl's Final Meditation
1.0 These kinds of cards usually disappoint in Limited. Bouncing all nonland permanents just doesn’t actually do what you want it to mot of the time. You spend a card and set yourself back. And yeah, you set your opponent back too, but it usually isn’t by enough – especially because they will typical get to rebuild for you! The whole “End the turn” part of the card is sort of interesting, as it can functionally be a counterspell since it empties the stack and doesn’t let the cards have their effects – and that is certainly some nice additional upsid – as is the fact that you can cast this on your opponent’s turn – but to do that you have to pay ten mana. If you can get there, this can basically function like a time walk that bounces the whole board which is pretty powerful, but that is just so much mana.
Take Flight
3.5 This is quite the Aura! +1/+0 and Flying is going to make a lot of creatures problematic, and because you get to draw a card when your creature attacks, it helps get around the dangerous 2-for-1 downside that is inherent with an Aura. If the creature you put this on is allowed to continue unchecked, you’re just going to win.
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
Ashnod's Harvester
3.0 A two mana 3/1 that hates on the graveyard will pretty much always make the cut, especially one that’s an artifact! Unearth and other graveyard action is a very real presence in the format, and being able to take one of those away from your opponent will feel pretty nice! It can even Unearth on its own to take a card out of it has to, and a 3/1 is an effective attacker on many boards
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Pack 2 Pick 5: Stern Lesson
Loran, Disciple of History
3.0 This will usually be a 4-mana 3/3 that gets an artifact back from the graveyard, and that’s pretty good! White is unusually good at loading the graveyard, especially if you’re going with the Black-White deck, and the format has lots of artifacts, so it seems very doable. There aren’t a lot of legendary creatures in the set, so triggering it more than once isn’t going to happen very often.
Stern Lesson
2.5 This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
Clay Revenant
1.5 This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 2 Pick 6: Emergency Weld
Soul-Guide Lantern
2.0 This is another artifact that replaces itself, making it useful in the format. It also hates on the graveyard – something else of value in a format with Unearth and a couple of graveyard decks. You can main deck this pretty happily
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Whirling Strike
1.5 This is a solid trick, as it will usually keep your creature alive, kill the opposing creature, and even do some trample damage! It gets better in a set with Prowess and other spell payoffs
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Pack 2 Pick 7: Dreams of Steel and Oil
Sigil of Valor
1.5 This seems like it will be kind of alright. It is definitely rough that sometimes it offers no bonus at all, but there are enough boards in the mid-to-late game where equipping this does some work,. Only attacking with one thing is definitely a big restriction, but this can also make just about any creature into a threat on a lot of board states. The set up and restriction are pretty real, though – and it definitely underperformed last time we saw it
Dreams of Steel and Oil
2.5 This is a very efficient way to disrupt the opponent, and it can hit a whole lot of cards in the format. I’m usually not super high on discard, but when it gets down to a single mana and allows you to hit the majority of cards in the format, I’m on board. It is nice that you even get to exile something, which will often at least take away something with Unearth or something like that. That isn’t quite a 2-for-1, but if you hit a card in hand and a card they could use in their graveyard, you’re getting a good deal. Don’t get me wrong – it still isn’t great. The fail case on the card – where you don’t hit anything - is still pretty ugly and will feel like you’re mulliganing
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Gixian Infiltrator
2.0 This is a solid, if unexciting sacrifice payoff that will work especially well in the Black/Red deck. It starts with decent stats and a few counters are enough to make it a threat
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Pack 2 Pick 8: Goring Warplow
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Mass Production
2.5 Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Pack 2 Pick 9: Take Flight
Self-Assembler
0.0 // 3.0 Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
Thopter Architect
3.5 This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
Take Flight
3.5 This is quite the Aura! +1/+0 and Flying is going to make a lot of creatures problematic, and because you get to draw a card when your creature attacks, it helps get around the dangerous 2-for-1 downside that is inherent with an Aura. If the creature you put this on is allowed to continue unchecked, you’re just going to win.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 10: Trench Stalker
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Pack 2 Pick 11: The Fall of Kroog
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
The Fall of Kroog
0.5 As usual, land destruction tends to be pretty bad in Limited. There aren’t enough powerful nonbasics around, so you find yourself just destroying regular lands, and doing that for six mana isn’t really where you want to be. Land destruction at that stage often has a minimal impact on the game. And sure, this adds a bolt to the face and can kill some X/1s, but I still don’t feel like its enough to play this thing
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Pack 2 Pick 12: Curate
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Pack 2 Pick 13: Kill-Zone Acrobat
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 2 Pick 14: Survivor of Korlis
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Pack 2 Pick 15: Swiftgear Drake
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Pack 3 Pick 1: Overwhelming Remorse
Pristine Talisman
1.5 Three mana for a mana rock that only produces colorless is far from ideal, but the fact this format has a big ramp and artifact theme makes a difference. The incidental life gain doesn’t hurt either
Fortified Beachhead
2.5 This is going to be pretty sweet if you’re in UW. Soldiers are plentiful in the color pair, meaning you can have it entered untapped a reasonable chunk of the time, and it can buff your soldiers too! If you’re not in UW, this gives you a decent way to improve your mana base if you’re trying to splash something.
Obliterating Bolt
4.0 This is great removal. Two mana for 4 damage is an incredible deal as always, and the exile clause carries real value in this format
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Involuntary Cooldown
2.0 This makes the creatures you target with it tapped for three different attacks on your part, and that’s certainly pretty potent. The downside is that this doesn’t fully remove the cards, only temporarily getting them out of the way, and sometimes you’ll still have static and activated abilities to worry about. Still, with a Prowess deck in this format, this seems like a nice play in that type of deck.
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Prison Sentence
3.5 Arrest is always nice, and this comes with Scry 2 upside, so it is certainly premium. The format does have a sacrifice deck, which weakens a card like this, but it still looks pretty darn good.
Overwhelming Remorse
3.5 A card that was always 5 for this effect is probably a 3.0, and this will often cost significantly less, especially in graveyard decks. Just getting it down to 4 is pretty much getting you to the premium level, and it will often be even cheaper
Pack 3 Pick 2: Sculpting Steel
Sculpting Steel
3.5 This format has lots of artifacts you can copy, including the ones your opponent plays! It won’t always be easy to get 3 mana of value in the early game, but in the mid to late game it will be pretty hard not to get something pretty sweet
Third Path Iconoclast
3.5 This is basically a gold version of Young Pyromancer – it is harder to cast than the ‘mancer, but it also counts all noncreature spells and not just instants and sorceries! This thing can generate quite the army and make all of your spells significantly better
Repair and Recharge
1.0 5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
Weakstone's Subjugation
3.0 I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
Prison Sentence
3.5 Arrest is always nice, and this comes with Scry 2 upside, so it is certainly premium. The format does have a sacrifice deck, which weakens a card like this, but it still looks pretty darn good.
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Argothian Opportunist
3.0 This seems like a bread-and-butter Common for Green decks. It has passable stats and gets you some power stone ramp going.
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 3 Pick 3: Stern Lesson
Skyfisher Spider
3.5 This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Recruitment Officer
3.0 This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
No One Left Behind
3.5 This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Stern Lesson
2.5 This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Wing Commando
3.5 We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Pack 3 Pick 4: Lat-Nam Adept
Giant Cindermaw
3.0 A three mana 4/3 with Trample is a nice aggressive creature, and shutting down lifegain matters sometimes too
Zephyr Sentinel
3.5 You will always play a two mana 2/1 with flying and Flash, so the additional effect is a great thing to add! You can use it to save a creature from removal, or to rebuy an ETB ability – the soldier bonus is nice too! But yeah, you won’t always have a reason to use the bounce effect.
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Moment of Defiance
2.0 This is a bit expensive for a trick that only boosts toughness by 1, which means that oftentimes your creature will also die, but it definitely makes up for that by drawing you a card. In situations where you creature does survive, you get a 2-for-1, and in situations where it doesn’t, you break even while gaining some life. It also draws you a card, checking the box for the Blue-Black deck. That seems fine to me
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Pack 3 Pick 5: Disfigure
Mishra's Bauble
1.5 This is a free artifact that replaces itself, though it does take a whole turn to actually replace itself, so the UR deck won’t be quite as excited about this one
The Stone Brain
0.0 As usual, this kind of card is unplayable in Limited. You generally don’t have the necessary knowledge of your opponent’s deck to take full advantage of a card like this, and even when you do it still isn’t very good most of the time, especially because this version lets your opponent draw a card if you hit a card in their hand! Even if you do hit a card in your opponent’s deck, you are basically going to feel like you have mulliganed, since hitting one card in your opponent’s deck just doesn’t do enough in Limited. Basically, you go down a card for no real effect on the game, and you never want that in Limited. This is a card that makes sense in constructed, where it can rip apart a combo deck – but that’s just not a thing here
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Pack 3 Pick 6: No One Left Behind
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
No One Left Behind
3.5 This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 7: Disfigure
Liquimetal Coating
0.0 You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
Great Desert Prospector
3.5 It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Goblin Blast-Runner
2.0 This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Pack 3 Pick 8: Su-Chi Cave Guard
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Yotian Dissident
3.5 This counts artifacts that come into play in any way at all, and that includes making powerstone tokens. This looks like it will be capable of stacking up a whole lot of counters! It does start very small and vulnerable, though.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Scrapwork Rager
3.0 This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Scrapwork Cohort
2.5 A 4-mana 3/1 that makes a 1/1 token is a playable card, especially in a format where one card making multiple artifacts matters. So, the fact it can Unearth and leave behind some permanent value in the form of that 1/1 is some nice late game upside to have.
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Pack 3 Pick 9: Mightstone's Animation
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Involuntary Cooldown
2.0 This makes the creatures you target with it tapped for three different attacks on your part, and that’s certainly pretty potent. The downside is that this doesn’t fully remove the cards, only temporarily getting them out of the way, and sometimes you’ll still have static and activated abilities to worry about. Still, with a Prowess deck in this format, this seems like a nice play in that type of deck.
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Pack 3 Pick 10: Transmogrant Altar
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Pack 3 Pick 11: Desynchronize
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Pack 3 Pick 12: Goblin Firebomb
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Pack 3 Pick 13: Raze to the Ground
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Pack 3 Pick 14: Koilos Roc
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 15: Wasteful Harvest
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format