Dawn of Hope
3.0 This was pretty nice last time we saw it. Cranking out 1/1s with lifelink and being able to draw cards off of them is nice, and the addition of food in this format means that gaining life isn’t very difficult. This definitely has the potential to be quite the engine, though it can be a little slow to get going
Lord Skitter's Blessing
3.5 This gives you a lot of value for two mana, that’s for sure. Two mana for just the Role token isn’t great, but if you can keep it or another Aura around, this starts doing the Phyrexian Arena thing. There are enough role tokens in Black for this to be pretty effective
Redtooth Vanguard
3.5 This 3/1 trampler is going to be able to come back from the graveyard a ton in this format, and while you won’t always have the mana to make it happen, bringing this back constantly does represent a major problem for your opponent, whether you’re behind or ahead. If you’re ahead it can attack for free in some decks, and when you’re behind it can block and trade forever. The fact it doesn’t enter tapped like some recursive creatures is a pretty big deal too
Two-Headed Hunter
4.5 This looks really good. The combat trick side will alter combat significantly, usually enough for it to be in your favor, and then in the later game you get a reasonably efficient creature. This is another Adventure that has very real 2-for-1 potential.
Twisted Sewer-Witch
4.5 This reminds me a little of Diregraf Horde, and that’s very good company to keep. You pay 5 mana here for at least 5/6 worth of stats across two bodies. And sure, one of those bodies can’t block, but that’s still completely insane! Especially because should you have any other Rats around, the Witch buffs them too. And…I think it’s safe to say you’ll have at least one other one a huge chunk of the time when you play her. This may just be the best Uncommon in the set.
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 1 Pick 2: Shatter the Oath
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Tattered Ratter
2.5 Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
Shrouded Shepherd
4.0 Cleave Shadows is certainly somewhat situational, but I think you’ll be surprised by how many board states there will be where it lets you kill something. And if you’re doing that the shepherd will feel pretty nuts. You can of course Cleave and then cast the creature in the same turn too, in which case their debuffed board and your buffed creature probably mean you have a pretty great attack. Even without the Adventure, Shrouded Shepherd would definitely be playable too, so this is another one of these where the total package is incredibly impressive
Woodland Acolyte
3.5 I would always play a three mana 2/2 that draws me a card, and this is a lot better than that. Because of the Adventure, you can really look at it as a potential 4-mana 2/2 that gets you a permanent back from your graveyard – and that is also a card I would probably always play. Even playing this in a deck that can never cast the Adventure sounds really good
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Beanstalk Wurm
2.0 Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Pack 1 Pick 3: Frantic Firebolt
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Dutiful Griffin
3.0 A 5-mana 4/4 Flyer is pretty nice, though Air elemental isn’t quite as impressive as it once was. A creature this beefy that can come back from the graveyard is interesting, but I do think sacrificing two Enchantments is a pretty significant cost, even with Role tokens around. It does get a little more interesting if you also have some payoffs for putting Enchantments into your graveyard, but I think there are a lot of games where you just don’t have the time or resources to bring this thing back
Back for Seconds
3.5 I would already be interested in having one copy of this in every Black deck without Bargain. This type of card just always does a great job of helping you win long games by giving you back your two best creatures from the graveyard. So the fact that this can effectively reanimate something small when you do bargain it is pretty amazing. You still probably don’t really want more than one of these because they are so bad early, but I’d value that first copy pretty highly
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Spell Stutter
1.0 // 2.5 One of the downsides with counter magic that gives your opponent the option of paying mana to ignore it is that it gets worse as the game goes longer, but the Faerie upside here helps hedge against that. This probably needs a build around grade though, because if you’re in Blue and you’re short on Faeries it’s a lot worse
Frostbridge Guard
1.5 This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Pack 1 Pick 4: Leyline of Anticipation
Leyline of Anticipation
0.0 Giving all your spells flash is a decent upgrade…but not usually one you want to spend an entire card on in Limited
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 1 Pick 5: Scarecrow Guide
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Pack 1 Pick 6: Curse of the Werefox
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Succumb to the Cold
1.5 This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Pack 1 Pick 7: Crystal Grotto
Spellscorn Coven
3.5 As with most of these, if you take the adventure away, we’re talking about a playable card. A 4-mana 2/3 flyer that forces your opponent to discard is exactly that, and in the earlier part of the game the fact that this bounces a spell is pretty nice. That effect normally isn’t that impressive, mostly because you would go down a card for tempo alone, but because you have the Coven to play later, that isn’t true in this case. That makes the effect a heck of a lot more powerful
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Pack 1 Pick 8: Ferocious Werefox
Howling Galefang
3.5 A 4-mana 4/4 with Vigilance is pretty close to a 3.0, and the upside here is pretty neat. Haste only matters for a single turn obviously enough, so you can find a way to play the adventure half of something one turn, play Galefang with Haste on the next turn, and then cast the creature side of your adventure on the next turn. It won’t always line up that way of course. This will have Haste reasonably often but it’s far from automatic
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Pack 1 Pick 9: Hollow Scavenger
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 1 Pick 10: Season of Growth
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Pack 1 Pick 11: Eriette's Tempting Apple
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Frostbridge Guard
1.5 This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Pack 1 Pick 12: Skybeast Tracker
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 1 Pick 13: Spider Food
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Pack 1 Pick 14: Diminisher Witch
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Pack 2 Pick 1: Eriette of the Charmed Apple
Vampiric Rites
3.0 This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
Eriette of the Charmed Apple
3.5 This first ability is pretty interesting. Basically, you can put Roles or other Auras on your opponents’ stuff to make them unable to attack if you want – some of the Roles already do downgrade opposing creatures, and that’s probably where this is best, because you don’t really want to augment a creature to add this effect. Sure, stopping them from attacking can be nice, but it isn’t usually worth buffing an opposing creature, especially because it isn’t like Erriette is invulnerable. There are enough Auras in this set for her other ability to believably drain 1 or 2 life, and that’s pretty powerful
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Spellscorn Coven
3.5 As with most of these, if you take the adventure away, we’re talking about a playable card. A 4-mana 2/3 flyer that forces your opponent to discard is exactly that, and in the earlier part of the game the fact that this bounces a spell is pretty nice. That effect normally isn’t that impressive, mostly because you would go down a card for tempo alone, but because you have the Coven to play later, that isn’t true in this case. That makes the effect a heck of a lot more powerful
Chancellor of Tales
4.0 This seems really strong, so much so that I wouldn’t have been shocked if it were a rare. There are a lot of Adventures in this set and doubling them is huge. Your normal deck will have more than enough adventures to take advantage of the chancellor. The one downside the card has is its fairly inefficient stat-line, but honestly, given how strong this is, that hardly matters
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Hamlet Glutton
3.0 I always love a big ol’ green creature that gains me life when it ETBs, because it allows slower decks to stabilize. If this always cost 7 it would be overcosted, but because Bargaining this looks so doable, it will often cost 5 and you won’t have to give up much to make it happen. Red-Green and Blue-Green will both always want at least one copy of this
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Feed the Cauldron
2.0 This will never let you trade up, and that’s one of the best things to do with removal spells. With this, you’ll kill something that cost the same or less. Getting that Food helps, but you don’t even always get it.
Merry Bards
2.0 So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
Pack 2 Pick 2: Ashiok's Reaper
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
Stonesplitter Bolt
4.0 An instant speed X damage spell is pretty sweet. It scales all game long and can kill pretty much anything, provided you have the mana – or the permanent to Bargain
Imodane's Recruiter
3.5 The creature side is effectively a 3-mana 3/2 with Haste that also buffs your whole board. That’s a pretty nice card! The Adventure side isn’t the most efficient way to produce a couple of Knight tokens, but like with all Adventures having that option at all is a big deal. I mean, if you have the time to cast both sides, getting a 3-for-1 isn’t out of the question, and if you have eight mana you can crank out the two 2/2s and then play the recruiter, which will be really devastating. All that said, this is an Adventure creature where you’re more likely to want to play the creature before you ever get the adventure
Ashiok's Reaper
2.5 This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Pack 2 Pick 3: Syr Armont, the Redeemer
Griffin Aerie
0.0 // 3.0 I think this has potential, at least in some decks. Food isn’t that readily available in White, but if you’re paired with Black or Green, you’re going to have food – and this basically adds “make a 2/2 flying token” to your food getting sacrificed and that’s honestly…kind of insane. There are other ways to gain life in White too of course, but that’s the one that immediately springs to mind when you see a card that has a threshold of 3 life for it to do something. It needs a build around grade, since not all White decks will trigger it enough, but I think this can make a whole lot of tokens in the right deck
Imodane's Recruiter
3.5 The creature side is effectively a 3-mana 3/2 with Haste that also buffs your whole board. That’s a pretty nice card! The Adventure side isn’t the most efficient way to produce a couple of Knight tokens, but like with all Adventures having that option at all is a big deal. I mean, if you have the time to cast both sides, getting a 3-for-1 isn’t out of the question, and if you have eight mana you can crank out the two 2/2s and then play the recruiter, which will be really devastating. All that said, this is an Adventure creature where you’re more likely to want to play the creature before you ever get the adventure
Cursed Courtier
3.0 This is basically a three mana 1/1 with lifelink most of the time, which is bad – but if your deck has enough ways to put other roles on the Courtier, things get interesting, since the Cursed Role will go away and then it will get buffed, so it will become significantly larger in a flash. There are also a few ways to sacrifice enchantments, including to the Bargain mechanic, so getting rid of this negative Aura is easier than it might seem at first. Notably, this also triggers cards with Celebration all on its own, since it gives you two nonland permanents, so you can see that this does a bunch of stuff in a bunch of different decks.
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
Spell Stutter
1.0 // 2.5 One of the downsides with counter magic that gives your opponent the option of paying mana to ignore it is that it gets worse as the game goes longer, but the Faerie upside here helps hedge against that. This probably needs a build around grade though, because if you’re in Blue and you’re short on Faeries it’s a lot worse
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Pack 2 Pick 4: Primal Vigor
Primal Vigor
0.0 This is a symmetrical version of Doubling Season, more or less. So, it’s even worse
Monstrous Rage
2.5 We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
Cheeky House-Mouse
3.0 You can look at this as a two mana 2/1 with the Adventure side as an ETB ability, and that makes for a pretty nice card. Especially because it’s far more flexible than it would be if it was just a two drop.
Beanstalk Wurm
2.0 Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Pack 2 Pick 5: Conceited Witch
Discerning Financier
3.0 If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
Ashiok's Reaper
2.5 This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Conceited Witch
3.0 A 3 mana ⅔ with Menace is passable, and you can augment one of your creatures with this on an earlier turn – or the same turn, if you have happen to have four mana. It just seems like plenty of value to get out of a single card, and it even seems reasonably efficient
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Pack 2 Pick 6: Territorial Witchstalker
Garruk's Uprising
2.5 The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Pack 2 Pick 7: Barrow Naughty
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Pack 2 Pick 8: Wicked Visitor
Spreading Seas
0.0 This doesn’t do much in Limited. Sure, if your opponent happens to only have one land that can produce one of their colors and you stick this on it, it can be pretty hilarious, but most of the time that’s not going to happen to them. Replacing itself just isn’t’ enough these days, it needs to actually…do something too, and this just won’t
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Minecart Daredevil
3.5 I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Pack 2 Pick 9: Vampiric Rites
Vampiric Rites
3.0 This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Merry Bards
2.0 So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
Pack 2 Pick 10: Unassuming Sage
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Pack 2 Pick 12: Moment of Valor
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Pack 2 Pick 13: Discerning Financier
Discerning Financier
3.0 If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Pack 2 Pick 14: Ice Out
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Pack 3 Pick 1: Thunderous Debut
Impact Tremors
0.0 // 2.5 Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
Thunderous Debut
4.5 This is really bad when you don’t Bargain, as an 8-mana draw 2 doesn’t even close to moving the needle. HOWEVER, bargaining this is easy enough and the format has enough ramp, that I think Thunderous Debut is going to have a huge impact when you cast it. It’s going to be near impossible not to get at least 8 mana worth of value out of 2 creatures from the top 20 cards of your deck and this is a 2-for-1
Belligerent of the Ball
2.5 This has solid base stats, and on turns when you get celebration going it is going to make one of your attackers significantly better. Importantly, it can target itself. +1/+0 Menace has a surprisingly big impact on some board states
Obyra, Dreaming Duelist
4.0 A two mana 2/2 with Flash and Flying always makes the cut, so the fact that this will also chip in and make your opponent lose life while you play out other Faeries is nice, especially because so many Faeries are evasive that chipping in for one damage here and there makes it a lot easier for them to do lethal
The Witch's Vanity
4.0 This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Pack 3 Pick 2: Edgewall Inn
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Taken by Nightmares
3.5 Even without the enchantment part, you’d always play it in your black decks. Exiling something for 4 at instant speed is just always going to be good. When you also get this to scry, it will feel amazing
Up the Beanstalk
2.5 Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
Edgewall Inn
3.0 This looks like a very nice land. Sure it enters tapped, but unlike a lot of utility lands we see, this one can produce colored mana so it isn’t a liability for your mana base. And that’s great, because the late game ability this has is pretty big. Getting back an Adventure late is going to be something that really helps you grind out a long game, since you often get a card that gives you impressive value when you do. You don’t really want more than one, but I think most decks will have enough adventures to make that first copy pretty nice
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Torch the Tower
4.0 This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 3 Pick 3: Shatter the Oath
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
Twisted Fealty
1.5 This format doesn’t really have a sacrifice deck, and that’s usually the place for a Threaten effect. It isn’t unplayable, though. It will have a home in some really aggressive decks
Galvanic Giant
3.0 This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Twisted Sewer-Witch
4.5 This reminds me a little of Diregraf Horde, and that’s very good company to keep. You pay 5 mana here for at least 5/6 worth of stats across two bodies. And sure, one of those bodies can’t block, but that’s still completely insane! Especially because should you have any other Rats around, the Witch buffs them too. And…I think it’s safe to say you’ll have at least one other one a huge chunk of the time when you play her. This may just be the best Uncommon in the set.
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Minecart Daredevil
3.5 I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
Conceited Witch
3.0 A 3 mana ⅔ with Menace is passable, and you can augment one of your creatures with this on an earlier turn – or the same turn, if you have happen to have four mana. It just seems like plenty of value to get out of a single card, and it even seems reasonably efficient
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Pack 3 Pick 4: Agatha of the Vile Cauldron
Rest in Peace
0.0 Even though this replaces itself, there isn’t enough of a reason to hate on the graveyard in this format to ever make this matter
Agatha of the Vile Cauldron
3.0 A two mana 1/1 that reduces the cost of creature activated abilities by 1 is…not that exciting. Sure, there are abilities around, but not so many that you can count on Agatha being a key player in your deck. The cool thing is she counts herself, so her ability will basically cost 5 at the most, and that ability is a pretty awesome overrun effect. If you augment her power, you can gain access to it even more quickly
Threadbind Clique
4.0 Both sides of this card have been fairly underwhelming when we’ve seen them lately. Destroying only tapped creatures is highly restrictive and not especially useful when you’re the beat down. But at least it does let you do it at instant speed, so a creature doesn’t have to hit you first. Then, a 4-mana 3/3 Flyer just isn’t what it used to be. However…like with all of these, even two medium cards stapled together is two cards making the Clique really good. It’s another adventure creature with an accessible 2-for-1.
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
The Witch's Vanity
4.0 This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Pack 3 Pick 5: Hopeful Vigil
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Chancellor of Tales
4.0 This seems really strong, so much so that I wouldn’t have been shocked if it were a rare. There are a lot of Adventures in this set and doubling them is huge. Your normal deck will have more than enough adventures to take advantage of the chancellor. The one downside the card has is its fairly inefficient stat-line, but honestly, given how strong this is, that hardly matters
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Obyra's Attendants
3.5 This has two-for-one potential, though it isn’t always going to be accessible. You need a board of some sort to turn Desperate Parry into a full card, but there are a number of ways you can. For example, you can triple block something and then use the Parry to make it so all your stuff survives and they lose their creature. Then you get a serviceable flyer later
Pack 3 Pick 6: Moment of Valor
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
Three Bowls of Porridge
1.5 None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Harried Spearguard
1.5 This is great in terms of sacrifice fodder, as it gives you two bodies for the price of 1. It also isn’t bad just based on the rate you get out of it. But it’s nothing special either. It will quickly get outclassed in most games and be relegated into chump block mode
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Pack 3 Pick 7: Syr Armont, the Redeemer
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Night of the Sweets' Revenge
0.0 This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Sweettooth Witch
3.0 Giving up food to hurt your opponent can definitely have a place, and even be a win condition, and the base line of the card as a three mana 3/2 that makes a food isn’t a disaster
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Pack 3 Pick 8: Moment of Valor
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Pack 3 Pick 9: Rootrider Faun
Impact Tremors
0.0 // 2.5 Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
Obyra, Dreaming Duelist
4.0 A two mana 2/2 with Flash and Flying always makes the cut, so the fact that this will also chip in and make your opponent lose life while you play out other Faeries is nice, especially because so many Faeries are evasive that chipping in for one damage here and there makes it a lot easier for them to do lethal
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Pack 3 Pick 10: Sleight of Hand
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 3 Pick 11: Moment of Valor
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Pack 3 Pick 12: Tuinvale Guide
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Pack 3 Pick 13: Sugar Rush
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Pack 3 Pick 14: Ice Out
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.