Griffin Aerie
0.0 // 3.0 I think this has potential, at least in some decks. Food isn’t that readily available in White, but if you’re paired with Black or Green, you’re going to have food – and this basically adds “make a 2/2 flying token” to your food getting sacrificed and that’s honestly…kind of insane. There are other ways to gain life in White too of course, but that’s the one that immediately springs to mind when you see a card that has a threshold of 3 life for it to do something. It needs a build around grade, since not all White decks will trigger it enough, but I think this can make a whole lot of tokens in the right deck
Three Blind Mice
4.5 Like most great sagas, it impacts the board right away – then chapter 2 and 3 do it again. Chapter 4 then buffs your new mouse army – and whtever else you have – by so much that your board is almost always going to be a problem. Things get exciting if you can use chapter 2 and 3 to make something better than a 1/1 mouse, and that’s possible
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
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.
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.
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
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
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.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
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
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
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
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Pack 1 Pick 2: Tough Cookie
Thunderous Debut
4.5 This is really bad when you don’t Bargain, as an 8-mana draw 2 doesn’t even close to moving the needle. HOWEVER, bargaining this is easy enough and the format has enough ramp, that I think Thunderous Debut is going to have a huge impact when you cast it. It’s going to be near impossible not to get at least 8 mana worth of value out of 2 creatures from the top 20 cards of your deck and this is a 2-for-1
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
Eerie Interference
0.0 Fog effects are almost always bad in Limited, even when they become one-sided. The problem is that they have far too narrow of a use-case
Icewrought Sentry
3.0 This looks pretty good to me. Tapping opposing blockers is always really good, and while paying mana for it isn’t ideal the fact that the Sentry becomes a 4/4 when you do it helps offset that downside. Blue-White has some other cards that involve tapping and getting paid off for it too, making paying that mana all the more appealing. It also doesn’t hurt that simply the threat of activation makes your opponent play the game differently. They have to account for the Sentry when thinking about how they are going to attack on their own turn.
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
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
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
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
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
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.
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.
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
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
Pack 1 Pick 3: Witchstalker Frenzy
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
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
Splashy Spellcaster
3.5 This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
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.
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
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
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
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
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.
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
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
Feed the Cauldron
2.0 This will never let you trade up, and that’s one of the best things to do with removal spells. With this, you’ll kill something that cost the same or less. Getting that Food helps, but you don’t even always get it.
Pack 1 Pick 4: Hearth Elemental
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
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.
Lord Skitter's Butcher
4.0 This is a really good Uncommon. Each of these modes is really good, and you’ll be happy to choose each of them in the right situation. If you need more bodies, you’ll make a token, if you need more cards well…you’ll give up a rat or something to get it, and if you’ve got a good board state, you can give your whole board menace to go after your opponent.
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
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
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.
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.
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.
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
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Pack 1 Pick 5: Twisted Fealty
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
Twisted Fealty
1.5 This format doesn’t really have a sacrifice deck, and that’s usually the place for a Threaten effect. It isn’t unplayable, though. It will have a home in some really aggressive decks
Galvanic Giant
3.0 This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any 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
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
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
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
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.
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Pack 1 Pick 6: Tattered Ratter
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Tattered Ratter
2.5 Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
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
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
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
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.
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.
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
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.
Pack 1 Pick 7: Ruby, Daring Tracker
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
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.
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
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
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
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
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
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 1 Pick 8: 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
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.
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.
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
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
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
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.
Pack 1 Pick 9: Unruly Catapult
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.
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
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.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
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
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Pack 1 Pick 10: Icewrought Sentry
Eerie Interference
0.0 Fog effects are almost always bad in Limited, even when they become one-sided. The problem is that they have far too narrow of a use-case
Icewrought Sentry
3.0 This looks pretty good to me. Tapping opposing blockers is always really good, and while paying mana for it isn’t ideal the fact that the Sentry becomes a 4/4 when you do it helps offset that downside. Blue-White has some other cards that involve tapping and getting paid off for it too, making paying that mana all the more appealing. It also doesn’t hurt that simply the threat of activation makes your opponent play the game differently. They have to account for the Sentry when thinking about how they are going to attack on their own turn.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
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.
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Pack 1 Pick 11: Evolving Wilds
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
Splashy Spellcaster
3.5 This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
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
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
Pack 1 Pick 12: Polluted Bonds
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
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.
Pack 1 Pick 13: Galvanic Giant
Galvanic Giant
3.0 This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 1 Pick 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: Talion's Messenger
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
Talion's Messenger
5.0 This is really strong, even on its own. Looting on attack is a powerful thing as we just saw in Lord of the Rings, and this also feels kind of like Connive, another strong mechanic from the recent past. Basically, this improves your card quality while growing on its own, and then there’s the fact that it lends the ability to other Faeries too. I think you’ll have another Faerie in play often enough when you play the Messenger that it will have an immediate impact on the board, and that combined with it’s ability to snowball makes it a bomb
Welcome to Sweettooth
3.5 This looks really good to me as it delivers so much value for the cost. You get to add to the board up front, then you get some food, and then you get a very real permanent buff
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
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Frostbridge Guard
1.5 This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
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
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.
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
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
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
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
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
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
Pack 2 Pick 2: Prophetic Prism
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
Lich-Knights' Conquest
1.5 So, the idea here is to give up a bunch of expendable stuff and then reanimate some things. The problem is, even in this format, the fact you can only give up permanents of a few types is limiting, especially because this already asks for the set up cost of having something or a few somethings worth reanimating for 5 mana. That’s far from a guarantee
Picnic Ruiner
3.5 When it has a big enough friend around, it is going to be an intimidating attacker on any board – and that alone is enough for the Ruiner to be relevant almost all game long. This is a case where I think you probably do play this as a two drop when you have it on turn two, because while the Adventure is a nice bit of value to have, making sure you get it isn’t that important. Obviously, like a lot of these, it is fun how it synergizes with itself, as Stolen Goodies is likely to make one of your creatures have 4 or more power so that the Ruiner can do its thing. Basically, if you draw this later you’ll probably cast both halves, but if you have it early, you’re probably just playing it as a creature. Both of those options feel pretty good, though
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.
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
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
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
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
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
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
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
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
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
Pack 2 Pick 3: Mosswood Dreadknight
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
Mosswood Dreadknight
5.0 The Adventure side gives you a full card, and the creature side usually will too. Sometimes more, because if you trade and get to cast an Adventure we’re talking about a 3-for-1 here. I can’t imagine you normally want to play this on turn two, as a creature, although I suppose if you’ve got a really nasty curve out it can do the trick. But even treating this as a 4-mana 3/2 that draws you a card sounds really good, and you can obviously divide up when you cast the two halves to make it feel even better and if you always have the mana available when it dies, it will just keep coming back
Korvold and the Noble Thief
1.0 The turn you play this is going to feel really rough, because paying FOUR and not getting anything meaningful on the board is a pain. Especially because the next chapter does the same thing! But chapter III is a pretty nice payoff. You can use all that treasure to up your chances of playing your opponent’s stuff. It is a bit of a bummer that if you don’t make sure to hold on to that treasure, and your opponent is in different colors than you, you’re going to be out of luck when it comes to casting off-color things. Overall…I’m kind of skeptical here. I love the value Chapter III can generate, but it’s really slow, and I think that will make this a liability
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
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.
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
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
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.
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
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
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 4: Rootrider Faun
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
Lich-Knights' Conquest
1.5 So, the idea here is to give up a bunch of expendable stuff and then reanimate some things. The problem is, even in this format, the fact you can only give up permanents of a few types is limiting, especially because this already asks for the set up cost of having something or a few somethings worth reanimating for 5 mana. That’s far from a guarantee
Splashy Spellcaster
3.5 This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
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
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
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
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
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
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
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
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Pack 2 Pick 5: Frantic Firebolt
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.
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
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.
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
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
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.
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
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
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
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
Pack 2 Pick 6: Prophetic Prism
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Tattered Ratter
2.5 Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
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
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
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.
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
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
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 2 Pick 7: Brave the Wilds
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
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.
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.
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
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
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 8: Frantic Firebolt
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
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
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
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.
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.
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
Pack 2 Pick 9: Edgewall Inn
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
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
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
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
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
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 2 Pick 10: Picnic Ruiner
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
Picnic Ruiner
3.5 When it has a big enough friend around, it is going to be an intimidating attacker on any board – and that alone is enough for the Ruiner to be relevant almost all game long. This is a case where I think you probably do play this as a two drop when you have it on turn two, because while the Adventure is a nice bit of value to have, making sure you get it isn’t that important. Obviously, like a lot of these, it is fun how it synergizes with itself, as Stolen Goodies is likely to make one of your creatures have 4 or more power so that the Ruiner can do its thing. Basically, if you draw this later you’ll probably cast both halves, but if you have it early, you’re probably just playing it as a creature. Both of those options feel pretty good, though
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
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
Pack 2 Pick 11: Skewer Slinger
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
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
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
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 2 Pick 12: Snaremaster Sprite
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
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
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
Pack 2 Pick 13: Compulsion
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.
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 14: Return Triumphant
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 1: Horned Loch-Whale
Garruk's Uprising
2.5 The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
Horned Loch-Whale
4.5 Lagoon Breach is removal, even if it is situational, and then the whale is certainly beefy enough to trade for something, so we’re talking about a 2-for-1 here. And it is pretty much always an imposing board presence
Neva, Stalked by Nightmares
3.5 A gravedigger with Menace that can also get back enchantments is a card I’d already play, and this can also get larger. Keep in mind any time you put a role on a creature that already has one, it loses the one it had before, so that’s one of the built in ways in the format Neva can grow. Obviously, she works with Bargain too
Taken by Nightmares
3.5 Even without the enchantment part, you’d always play it in your black decks. Exiling something for 4 at instant speed is just always going to be good. When you also get this to scry, it will feel amazing
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
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.
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
Feed the Cauldron
2.0 This will never let you trade up, and that’s one of the best things to do with removal spells. With this, you’ll kill something that cost the same or less. Getting that Food helps, but you don’t even always get it.
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
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.
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.
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
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
Pack 3 Pick 2: Witchstalker Frenzy
Prismatic Omen
2.5 If you need fixing, you could do worse than this as it obviously gives you some pretty perfect mana. You aren’t always in the market for fixing of course, but if you are this works pretty nicely
Chancellor of Tales
4.0 This seems really strong, so much so that I wouldn’t have been shocked if it were a rare. There are a lot of Adventures in this set and doubling them is huge. Your normal deck will have more than enough adventures to take advantage of the chancellor. The one downside the card has is its fairly inefficient stat-line, but honestly, given how strong this is, that hardly matters
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
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.
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
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
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
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.
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
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
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
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 3 Pick 3: Flick a Coin
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
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
Three Bowls of Porridge
1.5 None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
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.
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
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
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
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
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
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 3 Pick 4: Tenacious Tomeseeker
Woodland Acolyte
3.5 I would always play a three mana 2/2 that draws me a card, and this is a lot better than that. Because of the Adventure, you can really look at it as a potential 4-mana 2/2 that gets you a permanent back from your graveyard – and that is also a card I would probably always play. Even playing this in a deck that can never cast the Adventure sounds really good
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
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
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.
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
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
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.
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
Pack 3 Pick 5: Beanstalk Wurm
Goblin Bombardment
1.0 // 3.5 A free sacrifice effect isn’t the kind of thing we see all that often today because it’s so powerful. If your deck has a ton of creature tokens – like rats – this has the potential to be pretty powerful, as turning every one of your creatures into one damage can often turn a game on its head. However, you do need to have those creatures, meaning this doesn’t do a whole lot on its own. It probably needs a build around grade, because you’re going to need both a really high creature count and a lot of creature tokens before this starts to approach something worth of making your deck
Chancellor of Tales
4.0 This seems really strong, so much so that I wouldn’t have been shocked if it were a rare. There are a lot of Adventures in this set and doubling them is huge. Your normal deck will have more than enough adventures to take advantage of the chancellor. The one downside the card has is its fairly inefficient stat-line, but honestly, given how strong this is, that hardly matters
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
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
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
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
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.
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
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
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
Pack 3 Pick 6: Beluna's Gatekeeper
Dawn of Hope
3.0 This was pretty nice last time we saw it. Cranking out 1/1s with lifelink and being able to draw cards off of them is nice, and the addition of food in this format means that gaining life isn’t very difficult. This definitely has the potential to be quite the engine, though it can be a little slow to get going
The Apprentice's Folly
3.5 Those first two chapters can deliver some pretty absurd value, as making a hasty token copy of your best and then second-best creature can be a pretty serious beating. The first one will even get to attack twice! The bad news is, if you can’t take advantage of those tokens in time, you’re in trouble, because the Folly ultimately takes them away from you. Still, it seems like you should be able to get enough value out of those two tokens before the Folly goes away. Worth noting that you can sacrifice this to something with bargain before you reach chapter 3, in which case the downside goes away entirely. That’s where the power really is. It will feel pretty close to a bomb if you can do it consistently
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
Three Bowls of Porridge
1.5 None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
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.
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
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
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.
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 7: Sharae of Numbing Depths
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
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
Spellscorn Coven
3.5 As with most of these, if you take the adventure away, we’re talking about a playable card. A 4-mana 2/3 flyer that forces your opponent to discard is exactly that, and in the earlier part of the game the fact that this bounces a spell is pretty nice. That effect normally isn’t that impressive, mostly because you would go down a card for tempo alone, but because you have the Coven to play later, that isn’t true in this case. That makes the effect a heck of a lot more powerful
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
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
Living Lectern
3.0 It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
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
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
Pack 3 Pick 8: Ruby, Daring Tracker
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
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
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
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
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
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
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Pack 3 Pick 9: Stormkeld Prowler
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.
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
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.
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.
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
Pack 3 Pick 10: Into the Fae Court
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
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.
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
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 3 Pick 11: Spell Stutter
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
Three Bowls of Porridge
1.5 None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
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
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
Pack 3 Pick 12: Sleight of Hand
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.
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
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Pack 3 Pick 13: Boundary Lands Ranger
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
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
Pack 3 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.