Hatching Plans
3.0 This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
Farsight Ritual
3.0 This is always a 4-mana draw 2, which isn’t great, but it does give decent card selection, even when you don’t Bargain it, and when you do bargain it, you do get to see a huge chunk of your deck
Picklock Prankster
3.0 There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
Tough Cookie
4.0 A two mana 2/2 that makes a Food on ETB is already a solid playable – especially because this happens to be a Food itself, giving it even more upside and synergy. The activated ability will not be something you are always able to find the time to use, but there will also be turns where this thing animates a couple of foods and really makes your opponent’s life difficult. Note, by the way, it can animate other noncreature artifacts too. While Food is going to be the most typical thing it will animate, there are some other cards in the format it can turn into 4/4s too
Witchstalker Frenzy
4.0 Without the cost reduction effect, this would probably be a B-. 4 mana deal 5 at instant speed is definitely efficient enough to be a great card. And there will be many turns where you can cast it a lot more cheaply. Keep in mind, you can attack and then cast this for a reduced cost before your opponent ever declares blockers. Paying 2 or even 1 for this isn’t far-fetched, and when you’re doing that it’s going to feel pretty nuts because of how effectively you’re going to trade down.
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
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
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
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
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
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
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
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
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.
Pack 1 Pick 2: Up the Beanstalk
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
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
Totentanz, Swarm Piper
3.5 As usual, Black-Red is into having things die, whether as a result of sacrificing them or otherwise. On its own, Totentanz is a three mana ⅔ that leaves behind a 1/1 that can’t block. That’s an okay card, but the fact that Totentanz can potentially become a Rat engine is pretty exciting to me
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
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
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
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.
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
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
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
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
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.
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 3: Syr Armont, the Redeemer
Knightly Valor
3.0 I’ve liked this Aura every time we’ve seen it. This is because it adds a body to the board in addition to offering a significant buff. Because of that body, this Aura helps get around the inherent downside they have, as it becomes much harder for you to get 2-for-1’d when the Aura gives you a token. It also triggers Celebration
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
Hearth Elemental
3.5 The adventure side here is the kind of thing you probably only use in the later stage of the game when it allows you to reload your hand. It’s not a great idea to use it when you still have a bunch of cards so it isn’t the kind of card where you cast your adventure early and then get the creature later. Although, you can use it to make the Elemental easier to cast. But I don’t think you should give up some real cards to make that happen. That’s okay though, because it seems reasonably easy to reduce the cost of the Elemental to something decent even if you don’t load your graveyard with Stoke Genius
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
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
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
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
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
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.
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
Evolving Wilds
2.5 As usual, this provides nice fixing. Makes it pretty easy to splash a single card if you have one Evolving Wilds, since it effectively gives you two sources of your splash color
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Pack 1 Pick 4: Hollow Scavenger
Intangible Virtue
0.0 // 3.0 There are enough tokens in this set for this to be good in some decks. Rat tokens are probably the most plentiful, and if you’re pairing White with Black or Red, you’re likely to have some of those – in addition to Knight tokens, Bird Tokens, and Human tokens
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.
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
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
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.
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
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
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
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
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
Pack 1 Pick 5: Hollow Scavenger
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
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
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
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
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
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
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
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
Pack 1 Pick 6: Troublemaker Ouphe
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
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
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.
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.
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
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.
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
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 7: Crystal Grotto
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
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
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
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
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
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.
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 1 Pick 8: Territorial Witchstalker
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
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.
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
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
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
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.
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.
Pack 1 Pick 9: Hollow Scavenger
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
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
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
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
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
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.
Pack 1 Pick 10: Leaping Ambush
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
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
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
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
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 11: Return Triumphant
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
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
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
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 12: Knight of Doves
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
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
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
Pack 1 Pick 13: Snaremaster Sprite
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
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 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: Questing Druid
Polluted Bonds
1.0 This has a powerful effect, but by the time you play this your opponent won’t really be desperate to play new lands, so you aren’t putting the squeeze on them nearly as much as you might think
Questing Druid
3.0 One important thing to note here is that Seek the Beast doesn’t give you as much time to play the card as we’ve seen lately, as you only have until your next end step. The good news is, it’s an Instant, so you can cast it at the end of your opponent’s turn, and then take advantage of those cards you reveal with all the mana you still have. And obviously, if you can play the Druid and then a non-green card on that turn, it’s going to feel pretty good. I will say that buffing the druid isn’t really going to be that easy. Sure, a decent chunk of your deck will buff it – but far more of it won’t, and it’s an extremely unimpressive creature if you can’t buff it consistently. Still, this certainly has 3-for-1 potential and is quite efficient
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.
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
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
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
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.
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.
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.
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
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
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.
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
Pack 2 Pick 2: Sweettooth Witch
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
Ego Drain
0.0 This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
Agatha's Champion
3.5 This is going to feel pretty bad when you don’t Bargain it, and pretty good when you do. Luckily, Bargaining seems easy to pull off in green, because you’ve got access to lots of food and role tokens
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.
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.
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
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.
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
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
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
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.
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Pack 2 Pick 3: Redtooth Genealogist
Oppression
0.0 I’m not interested in a symmetrical effect that isn’t actually symmetrical, because you spent the mana and used a card to play this in the first place. So, you start out behind when both players start having to discard things
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
Troyan, Gutsy Explorer
4.0 Playing this on turn three will often let you power out a 5 or even 6 drop on turn four, which is no joke. The loot effect is nice too, because it means when you don’t have something to power out with the mana Troyan produces, you can start digging for exactly that. And, looting for one mana is a pretty nice effect in Limited anyway
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
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
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
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
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.
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
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.
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
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Pack 2 Pick 4: Greta, Sweettooth Scourge
Totentanz, Swarm Piper
3.5 As usual, Black-Red is into having things die, whether as a result of sacrificing them or otherwise. On its own, Totentanz is a three mana ⅔ that leaves behind a 1/1 that can’t block. That’s an okay card, but the fact that Totentanz can potentially become a Rat engine is pretty exciting to me
Greta, Sweettooth Scourge
4.0 A three mana 3/3 that makes a Food is already close to a 3.0, so her other abilities are pretty amazing to have. Giving up food for cards is a very good deal, and sometimes buffing your creatures with Food is nice too. Keep in mind that the buff effect is only sorcery speed, while the draw a card effect is not. In the later stage of the game, you can look at this as a 5-mana 3/3 that draws you a card and you lose 1 life, which isn’t too shabby either. This looks like an excellent signpost Uncommon overall, with a great baseline and a very powerful effect on the game
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
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
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
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.
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
Hopeless Nightmare
2.5 One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
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.
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.
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
Pack 2 Pick 5: Conceited Witch
Faerie Fencing
4.0 Even without the Faerie upside this is an instant speed removal spell that scales all game long. If your deck has 0 Faeries you would always play it, but it does get far better if you do have some faeries around, as it becomes incredibly efficient. Heck, you can pay one to give something -3/-3 when you have a Faerie. There are enough faeries in black that setting this up for the extra value isn’t hard, and the baseline card is already really good
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.
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.
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.
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
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
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
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
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.
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
Pack 2 Pick 6: Royal Treatment
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
Royal Treatment
2.0 This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
Archive Dragon
2.5 A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
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.
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
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.
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
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
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 2 Pick 7: Troublemaker Ouphe
Stab Wound
3.0 This has been a nice Limited card every time we’ve seen it. It feels good to outright kill something with it, but it feels even better to put it on a creature that doesn’t die because the Aura usually does enough to make that creature irrelevant while it also starts quickly pressuring your opponent’s life
Gallant Pie-Wielder
3.5 A three mana ⅔ with First Strike is already a fairly nice card, especially in a set with a lot of Auras, and this will have double strike sometimes. Celebrating is pretty doable, but also not something that will happen every turn
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
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
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
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.
Pack 2 Pick 8: Redtooth Genealogist
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
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
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
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.
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
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
Pack 2 Pick 9: Skybeast Tracker
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
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
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.
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.
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.
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
Pack 2 Pick 10: Ground Seal
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Ego Drain
0.0 This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
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.
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.
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 11: Rat Out
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
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
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Pack 2 Pick 12: Wicked Visitor
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
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
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.
Pack 2 Pick 13: Skybeast Tracker
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.
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 2 Pick 14: Freeze in Place
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 3 Pick 1: Greta, Sweettooth Scourge
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
Talion, the Kindly Lord
4.0 A 4-mana ¾ Flyer is a nice starting point, and if you can get the ability on it to trigger even once, Talion will feel completely insane. Now, you won’t always be able to make that happen, but if you choose “2” for example, there’s a pretty good chance Talion will get triggered at some point. If you have information about your opponents hand it gets even better. But yeah, we’re talking about a great baseline and a completely insane ceiling
Greta, Sweettooth Scourge
4.0 A three mana 3/3 that makes a Food is already close to a 3.0, so her other abilities are pretty amazing to have. Giving up food for cards is a very good deal, and sometimes buffing your creatures with Food is nice too. Keep in mind that the buff effect is only sorcery speed, while the draw a card effect is not. In the later stage of the game, you can look at this as a 5-mana 3/3 that draws you a card and you lose 1 life, which isn’t too shabby either. This looks like an excellent signpost Uncommon overall, with a great baseline and a very powerful effect on the game
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
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
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
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
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.
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
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
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
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
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
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
Pack 3 Pick 2: Edgewall Inn
Intangible Virtue
0.0 // 3.0 There are enough tokens in this set for this to be good in some decks. Rat tokens are probably the most plentiful, and if you’re pairing White with Black or Red, you’re likely to have some of those – in addition to Knight tokens, Bird Tokens, and Human tokens
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
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
Ruby, Daring Tracker
3.5 It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
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
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
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.
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.
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
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.
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
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.
Edgewall Pack
3.0 A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
Pack 3 Pick 3: Night of the Sweets' Revenge
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
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
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.
Picklock Prankster
3.0 There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
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
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.
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
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
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
Edgewall Pack
3.0 A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
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: Royal Treatment
As Foretold
0.0 This is another really bad Limited card. You just can’t count on lining things up right with this to ever cast free spells
Stroke of Midnight
3.0 We’ve seen cards like this a lot, and this kind of effect is generally worse than it looks in Limited. Destroying anything for three is nice and all, but in a lot of ways, you can look at this as an Aura that makes a nonland permanent into a 1/1 with no abilities. When you look at it that way, it is much less impressive. Sure, that’s almost always going to downgrade something, and it doesn’t make this card bad, but it also isn’t premium removal for that reason
Sharae of Numbing Depths
3.5 It’s a 4-mana 2/3 that stuns something down and draws you a card. I’m always playing that. Stunning something isn’t quite as good as bouncing, but it feels pretty close! Then it works well with other tap effects too
Royal Treatment
2.0 This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
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
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
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.
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
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
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.
Aggravated Assault
0.0 Paying a total of 8 mana for an extra combat step a good way to lose. There will be times where you can use that extra combat step to great effect, but there will be more when you have neither the time nor the mana, nor the board state to actually make this matter
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
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.
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
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.
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
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
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.
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
Pack 3 Pick 6: Scream Puff
Hatching Plans
3.0 This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
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
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
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
Scream Puff
2.0 This is pretty beefy, although I think it would be much better if it made the food on ETB. That would allow it to be one of these big creatures that helps slower decks stabilize. It can still help you do that of course, but having to rumble with it in order to get food makes the card a little bit awkward
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.
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
Pack 3 Pick 7: Mintstrosity
Tenacious Tomeseeker
3.5 I like this. Getting a spell to your hand when you play a creature with passable stats sounds really good, and there are enough expendable things around in this format for that to work out pretty well. I will say Blue is probably lighter on expendable things to Bargain than any other color – it doesn’t have much in the way of treasure or food, and it even has fewer role tokens, so this won’t work out quite as well as some other Bargain cards in other colors. That said, you won’t be playing monoblue, so you may have access to that stuff anyway, and when you give up something like that, Tenacious Tomeseeker is going to be a 2-for-1
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
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
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
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
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
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
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.
Pack 3 Pick 8: Brave the Wilds
Compulsion
1.0 This is pretty bad. Sure, rummaging can be nice, but having to pay mana to do it is a big downside, and even though this can replace itself you have to invest 4 mana to get there.
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
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
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
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.
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
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
Pack 3 Pick 9: Prophetic Prism
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
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
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
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
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
Pack 3 Pick 10: Leaping Ambush
Ruby, Daring Tracker
3.5 It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
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
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
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
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 11: Not Dead After All
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
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.
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 12: Protective Parents
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.
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
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
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
Pack 3 Pick 14: Johann, Apprentice Sorcerer
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