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
Rotisserie Elemental
1.5 If you play this on turn one, it has an opportunity to do some significant damage and then give itself up with a couple of rotisserie counters on it. That will feel pretty good. But if you play it at any point thereafter…it gets a lot less good, because it just won’t be able to get in
Shrouded Shepherd
4.0 Cleave Shadows is certainly somewhat situational, but I think you’ll be surprised by how many board states there will be where it lets you kill something. And if you’re doing that the shepherd will feel pretty nuts. You can of course Cleave and then cast the creature in the same turn too, in which case their debuffed board and your buffed creature probably mean you have a pretty great attack. Even without the Adventure, Shrouded Shepherd would definitely be playable too, so this is another one of these where the total package is incredibly impressive
Woodland Acolyte
3.5 I would always play a three mana 2/2 that draws me a card, and this is a lot better than that. Because of the Adventure, you can really look at it as a potential 4-mana 2/2 that gets you a permanent back from your graveyard – and that is also a card I would probably always play. Even playing this in a deck that can never cast the Adventure sounds really good
Redtooth Vanguard
3.5 This 3/1 trampler is going to be able to come back from the graveyard a ton in this format, and while you won’t always have the mana to make it happen, bringing this back constantly does represent a major problem for your opponent, whether you’re behind or ahead. If you’re ahead it can attack for free in some decks, and when you’re behind it can block and trade forever. The fact it doesn’t enter tapped like some recursive creatures is a pretty big deal too
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
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
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
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
Torch the Tower
4.0 This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
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
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.
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
Pack 1 Pick 2: Feral Encounter
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
Feral Encounter
4.0 This looks really good. Even if you don’t cast the creature it grabs you, we’re still talking about a two mana bite effect, and those are always good. Unlike the fight we saw earlier, this effect doesn’t result in your creature taking damage, so it doesn’t have as many problems with timing as a Fight effect does. On top of that, this can also draw you a card first – and that’s a 2-for-1. Hard to say no to a two mana 2-for-1, though sometimes you won’t be able to play the card you hit, the fact you get to choose it drastically increases your chances of making it work out
Stonesplitter Bolt
4.0 An instant speed X damage spell is pretty sweet. It scales all game long and can kill pretty much anything, provided you have the mana – or the permanent to Bargain
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.
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
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
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.
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
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
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Pack 1 Pick 3: Pollen-Shield Hare
As Foretold
0.0 This is another really bad Limited card. You just can’t count on lining things up right with this to ever cast free spells
Pollen-Shield Hare
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 There are certainly creature tokens in this format, and Hare Raising will sometimes be an absolute beating. Both sides of this have a really high ceiling, but the floor is actually pretty nice too, as even on their own both halves actually do something. I mean, imagine this as a three mana 2/2 with Hare Raising as the ETB
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
Monstrous Rage
2.5 We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
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.
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
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
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
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
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
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
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 4: Kellan's Lightblades
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
Dutiful Griffin
3.0 A 5-mana 4/4 Flyer is pretty nice, though Air elemental isn’t quite as impressive as it once was. A creature this beefy that can come back from the graveyard is interesting, but I do think sacrificing two Enchantments is a pretty significant cost, even with Role tokens around. It does get a little more interesting if you also have some payoffs for putting Enchantments into your graveyard, but I think there are a lot of games where you just don’t have the time or resources to bring this thing back
Callous Sell-Sword
2.5 The Adventure side of this is…not good on it’s own, since it’s would be a 2-for-1. It’s basically a worse version of Bone Splinters, and it isn’t like Bone Splinters is an amazing card. Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3. I will say that the Sell-Sword side of this is going to be harder than it looks to get counters on. We’ve seen creatures like this before – including some with Flash – and it is surprisingly difficult to manufacture situations where you end up with a sizable creature
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
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.
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
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.
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
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
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
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 1 Pick 5: Royal Treatment
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
Royal Treatment
2.0 This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
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.
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.
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
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Return 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
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
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
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 1 Pick 6: Tanglespan Lookout
Tanglespan Lookout
3.5 An Enchantress effect is looking pretty good in this format, even on a card that specifically cares about Auras. One of the big mechanics in the set just makes Aura tokens, so the Lookout is going ot be able to drw you a card pretty often. It’s also nice that it is a ⅔, as I feel like often times we’d get a 2/2 with this text box. That 3rd toughness makes a pretty huge difference in making the card’s baseline a lot less miserable
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
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.
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
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.
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
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
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
Harried Spearguard
1.5 This is great in terms of sacrifice fodder, as it gives you two bodies for the price of 1. It also isn’t bad just based on the rate you get out of it. But it’s nothing special either. It will quickly get outclassed in most games and be relegated into chump block mode
Pack 1 Pick 7: Besotted Knight
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.
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.
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
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
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
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.
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Pack 1 Pick 8: Protective Parents
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.
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
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.
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
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
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.
Pack 1 Pick 9: Redtooth Vanguard
Redtooth Vanguard
3.5 This 3/1 trampler is going to be able to come back from the graveyard a ton in this format, and while you won’t always have the mana to make it happen, bringing this back constantly does represent a major problem for your opponent, whether you’re behind or ahead. If you’re ahead it can attack for free in some decks, and when you’re behind it can block and trade forever. The fact it doesn’t enter tapped like some recursive creatures is a pretty big deal too
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
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
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
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
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 10: Grabby Giant
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.
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
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.
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Pack 1 Pick 11: Spider Food
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
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Conceited Witch
3.0 A 3 mana ⅔ with Menace is passable, and you can augment one of your creatures with this on an earlier turn – or the same turn, if you have happen to have four mana. It just seems like plenty of value to get out of a single card, and it even seems reasonably efficient
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 12: Redcap Thief
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
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
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.
Pack 1 Pick 13: Return from the Wilds
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.
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
Pack 1 Pick 14: Hollow Scavenger
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Pack 2 Pick 1: Moonshaker Cavalry
Leyline of the Void
0.0 It isn’t worth a whole card to hate on the graveyard in this format.
Moonshaker Cavalry
3.0 This costs a ton of mana, but it does do something that will win you the game in most cases. You do need to have some sort of board state, but even three other creatures is usually going to help you do lethal when you cast this. The mana cost is still huge enough that this is the kind of card to be skeptical about going into the format. 8-drops just don’t work out in the majority of formats, even one with this powerful of an immediate effect.
Up the Beanstalk
2.5 Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
Ashiok's Reaper
2.5 This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
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
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.
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
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.
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.
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.
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
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
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 2 Pick 2: Up the Beanstalk
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
Monstrous Rage
2.5 We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
Up the Beanstalk
2.5 Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
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
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
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
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
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
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
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
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
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 3: Curse of the Werefox
Leyline of Abundance
0.0 This format does have a few creatures who can tap for mana, but not really enough to make this card worth it. It isn’t worth just having this activated ability either. Most of the time this just won’t do anything.
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.
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
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
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
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.
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
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
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
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.
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
Pack 2 Pick 4: The Princess Takes Flight
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Up the Beanstalk
2.5 Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
The Princess Takes Flight
2.0 Temporarily exiling something with Chapter 1 can be used to get an opposing creature out of the way for a bit, and it can also be a slow way to blink something, but the fact that Chapter 1 and 3 are basically part of the same effect makes the value this can generate pretty low. Chapter 2 isn’t bad, but I think the whole package here seems pretty medium. I think the best way to use this is to cast something with Bargain after Chapter II, that way you permanently rid yourself of an opposing creature. While you can certainly make that happen, when it doesn’t line up that way, it seems very mediocre
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
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
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
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
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
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
Pack 2 Pick 5: Tempest Hart
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
Restless Spire
3.5 A 2/1 with First Strike can attack on a whole lot of boards, and the fact that this one is so cheap to animate is pretty amazing. Adding Scry as the attack trigger is definitely a nice addition
Ash, Party Crasher
3.0 A two mana 2/2 with Haste is a solid starting point, and getting a +1/+1 counter or two on Ash is doable. You can get Celebration going relatively often in Red/White, with cards that make Monster Role Auras, cards that make food, or cards that make creature tokens. It isn’t automatic to get it going but even triggering this once seems pretty nice
Tempest Hart
3.5 Faithless looting for two mana is a really nice adventure to have. That kind of card selection can be huge, especially if you have nothing else to do on turn two. The creature side of this is decidedly less impressive because it starts inefficiently and asks you to do something that even in Blue-Green you’re not going to do so often that the Hart will just become absolutely massive. Even in a ramp deck you can only have so many cards in your deck with a mana value high enough to trigger it
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
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.
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
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
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
Pack 2 Pick 6: Stockpiling Celebrant
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
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
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
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
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.
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
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
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.
Pack 2 Pick 7: Stroke of Midnight
Fiery Emancipation
3.0 This can really augment your board the turn you play it, since it effectively triples the power of all of your creatures. This makes them better in combat and obviously better at damaging your opponent too. It even makes them better blockers, so this isn’t a complete disaster when you’re behind either. If you don’t have a somewhat reasonable board state it doesn’t do anything, but most of the time it will do something and sometimes it will be backbreaking
Stroke of Midnight
3.0 We’ve seen cards like this a lot, and this kind of effect is generally worse than it looks in Limited. Destroying anything for three is nice and all, but in a lot of ways, you can look at this as an Aura that makes a nonland permanent into a 1/1 with no abilities. When you look at it that way, it is much less impressive. Sure, that’s almost always going to downgrade something, and it doesn’t make this card bad, but it also isn’t premium removal for that reason
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
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
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
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
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
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
Pack 2 Pick 8: Tanglespan Lookout
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
Tanglespan Lookout
3.5 An Enchantress effect is looking pretty good in this format, even on a card that specifically cares about Auras. One of the big mechanics in the set just makes Aura tokens, so the Lookout is going ot be able to drw you a card pretty often. It’s also nice that it is a ⅔, as I feel like often times we’d get a 2/2 with this text box. That 3rd toughness makes a pretty huge difference in making the card’s baseline a lot less miserable
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
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
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
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.
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 2 Pick 9: Kellan's Lightblades
Leyline of the Void
0.0 It isn’t worth a whole card to hate on the graveyard 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
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.
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.
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Pack 2 Pick 10: Unassuming Sage
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
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
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
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
Pack 2 Pick 11: Leyline of Abundance
Leyline of Abundance
0.0 This format does have a few creatures who can tap for mana, but not really enough to make this card worth it. It isn’t worth just having this activated ability either. Most of the time this just won’t do anything.
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
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.
Pack 2 Pick 12: Candy Trail
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
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
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
Pack 2 Pick 13: Raid Bombardment
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
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
Pack 2 Pick 14: Frantic Firebolt
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
Pack 3 Pick 1: Welcome to Sweettooth
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.
Talion, the Kindly Lord
4.0 A 4-mana ¾ Flyer is a nice starting point, and if you can get the ability on it to trigger even once, Talion will feel completely insane. Now, you won’t always be able to make that happen, but if you choose “2” for example, there’s a pretty good chance Talion will get triggered at some point. If you have information about your opponents hand it gets even better. But yeah, we’re talking about a great baseline and a completely insane ceiling
Discerning Financier
3.0 If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
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
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
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.
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
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
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
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
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.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Pack 3 Pick 2: Tough Cookie
Knightly Valor
3.0 I’ve liked this Aura every time we’ve seen it. This is because it adds a body to the board in addition to offering a significant buff. Because of that body, this Aura helps get around the inherent downside they have, as it becomes much harder for you to get 2-for-1’d when the Aura gives you a token. It also triggers Celebration
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
Discerning Financier
3.0 If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
Frolicking Familiar
4.0 You’ll often be able to pick off something small with the Adventure, and that means you’re talking about a potential 2-for-1. Then you get a 2/2 Flyer that can become a real problem of an attacker, especially when you leave your mana up, because your opponent has no idea exactly how big the Familiar is going to be
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
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
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
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
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
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
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
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
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
Pack 3 Pick 3: Gingerbrute
Mana Flare
0.0 You don’t really want to double the mana you and your opponent produce, especially because most of the time when you play this your opponent will get the first crack at all that sweet, sweet mana
Spiteful Hexmage
3.0 On its own this is effectively a one mana 1/1 – but getting rid of that Curse isn’t that hard. You can simply find a way to put another role on the hexmage, or you can sacrifice it to bargain. So chances are pretty good you can find a way to get value out of the Curse. You of course also have the option later in the game to put the curse somewhere else – like on a creature that is already incapacitated in one way or another, and a 3/2 body is imposing enough that the Hexmage is likely to usually matter. Basically, I think you can get enough mileage out of the Curse and this efficient body for this to play out reasonably well
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
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
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
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
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
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Minecart Daredevil
3.5 I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
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 3 Pick 4: Evolving Wilds
Twisted Sewer-Witch
4.5 This reminds me a little of Diregraf Horde, and that’s very good company to keep. You pay 5 mana here for at least 5/6 worth of stats across two bodies. And sure, one of those bodies can’t block, but that’s still completely insane! Especially because should you have any other Rats around, the Witch buffs them too. And…I think it’s safe to say you’ll have at least one other one a huge chunk of the time when you play her. This may just be the best Uncommon in the set.
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.
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
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
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
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
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
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
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.
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
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Pack 3 Pick 5: Charmed Clothier
Scalding Viper
4.0 While it’s not quite Brazen Borrower for a number of reasons, Scalding Viper is pretty good and will feel similar sometimes. After all, it’s a creature that can bounce a nonland permanent and then add to the board. A two mana 2/1 with the Viper’s ability is a pretty nice two drop for Limited, as it is reasonably likely to chip in some extra damage all game, so the fact this can also bounce something is nice
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
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
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
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.
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.
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
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
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.
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Pack 3 Pick 6: Evolving Wilds
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
Monstrous Rage
2.5 We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
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
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
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
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
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
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
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.
Pack 3 Pick 7: Evolving Wilds
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
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
Callous Sell-Sword
2.5 The Adventure side of this is…not good on it’s own, since it’s would be a 2-for-1. It’s basically a worse version of Bone Splinters, and it isn’t like Bone Splinters is an amazing card. Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3. I will say that the Sell-Sword side of this is going to be harder than it looks to get counters on. We’ve seen creatures like this before – including some with Flash – and it is surprisingly difficult to manufacture situations where you end up with a sizable creature
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
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
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
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
Pack 3 Pick 8: Frantic Firebolt
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Threadbind Clique
4.0 Both sides of this card have been fairly underwhelming when we’ve seen them lately. Destroying only tapped creatures is highly restrictive and not especially useful when you’re the beat down. But at least it does let you do it at instant speed, so a creature doesn’t have to hit you first. Then, a 4-mana 3/3 Flyer just isn’t what it used to be. However…like with all of these, even two medium cards stapled together is two cards making the Clique really good. It’s another adventure creature with an accessible 2-for-1.
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
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.
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.
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Pack 3 Pick 9: Break the Spell
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.
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.
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
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.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Pack 3 Pick 10: Thunderous Debut
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
Frolicking Familiar
4.0 You’ll often be able to pick off something small with the Adventure, and that means you’re talking about a potential 2-for-1. Then you get a 2/2 Flyer that can become a real problem of an attacker, especially when you leave your mana up, because your opponent has no idea exactly how big the Familiar is going to be
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
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
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
Pack 3 Pick 11: Commune with Nature
Mana Flare
0.0 You don’t really want to double the mana you and your opponent produce, especially because most of the time when you play this your opponent will get the first crack at all that sweet, sweet mana
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
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Pack 3 Pick 12: Territorial Witchstalker
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.
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
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 3 Pick 13: Merry Bards
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
Merry Bards
2.0 So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
Pack 3 Pick 14: Plunge into Winter
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.