Jadelight Spelunker
4.5 I love Explore, and you’re telling me this will let me do it for every mana I have? That’s nuts. It will come down as a large creature that nets you a few cards most of the time, and it’s hard for me to want to say no that. Even playing it on turn two is good, and things really just scale from there. I think that makes it a bomb
Volatile Fault
0.0 There are many nonbasics in this format, but you still don’t want to run this. Destroying a land and letting your opponent search up any basic and getting it untapped just isn’t worth doing, even with a Treasure token attached.
Dreadmaw's Ire
3.0 This is a high-quality combat trick. One mana for +2/+2 and trample tends to play quite well on its own when we see it. It helps many a creature efficiently win combat while inflicting some damage on the opponent, and in this case you’ve even got a great shot at destroying a random artifact. It will feel truly busted when you can pull that off, and it also means it has sort of an alternate mode where you turn it into Shatter sometimes when your creature goes unblocked. I can’t imagine you ever cut this trick from any aggressive Red deck, and I think I even want to take it fairly early. This just does so much for one mana
Coati Scavenger
3.5 This does a pretty good impression of Eternal Witness. You have to set it up of course, but when you do get a permanent back it will feel amazing, and if you have to play it on curve, you don’t feel too bad about things
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Glorifier of Suffering
2.5 Putting a counter on TWO separate creatures is a pretty nice payoff for throwing away a gnome token or a map token, and can really make an attack far more formidable. It can also put a counter on itself, which is nice. This seems like a quality payoff for the aggressive sacrifice decks in the format.
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Armored Kincaller
3.0 This will gain you three pretty often in Green, and that’s a pretty good ETB to have on a three mana 3/3
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Synapse Necromage
3.5 The stat-line is bad, but this replaces itself with two bodies which are really valuable in this format, even if they can’t block. There’s just so much you can do with them in the format, with sacrificing the most notable. I think this ends up giving you a ton for the mana you invest
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
Kinjalli's Dawnrunner
3.0 As with all the good Explore creatures, this one feels great no matter what happens. A 3-mana 1/1 with double strike that draws you a card is good, and a three mana 2/2 with double strike that gives you some card selection is probably even better!
Twists and Turns
3.5 Scry 1 before you explore is a big upgrade, and obviously this can help you find the lands you need to transform it, and once transformed it's a great late game mana sink. The fact it explores when it ETBs is awesome too! I don't really think this needs a build around grade, since even on its own it seems playable, provided you're a slowish Green deck. And you're pretty likely to have more explore without even trying too
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Deathcap Marionette
2.0 We’ve already seen that descending is a key part of what Black wants to do in this format, and the Marionette helps you do it while being capable of trading with anything thanks to death touch
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Seismic Monstrosaur
2.0 This probably isn’t as good as the land cyclers in Blue, Black, and Green, as those are the colors that are best with the graveyard, but Red isn’t completely uninterested in the ‘yard, and the creature you get here isn’t the most inefficient thing either. The ability to throw away lands late when you’re flooding out comes in handy too
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Abyssal Gorestalker
1.0 This looks a little too awkward. There are too many situations where it hurts you more than your opponent. Sure, there are also the times where it's amazing, but there aren't enough of those to offset the downside.
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Bitter Triumph
3.5 Paying life for this is going to be the better option, but doing stuff with the graveyard is a good idea in this format, so sometimes you can discard things for very real value, like triggering descent stuff. I think it will be easy enough to make the additional cost not matter much for this to be premium removal. After all, it deals with anything for two mana
Kaslem's Stonetree
1.5 The front side of this isn’t great, although the fact it can hit any land means it can help you dig for Caves if you’re interested in doing that – and you probably are, because the Stonetree crafts with Caves! Later, it can become a beefy enough creature. Overall…I’m not actually that impressed here. It doesn’t add to the board on the front side, and crafting with Caves is challenging enough that you can’t really count on getting the 5/5. There are just so many better cave payoffs in the set, that this isn’t really the one you’re desperate for
Armored Kincaller
3.0 This will gain you three pretty often in Green, and that’s a pretty good ETB to have on a three mana 3/3
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
Huatli's Final Strike
3.5 We see this kind of effect all the time at Common in Green, and it’s always one of Green’s must commons. It’s great removal that has occasional 2-for-1 upside thanks to the stats boost. You always have to be a little careful, in case your opponent can respond to you casting it, but the fact it’s an instant means you can find a nice window more often than not
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Promising Vein
2.5 In the Lord of the Rings set, we saw that an Evolving Wilds that can tap for mana, but costs 1 generic to sacrifice, was a pretty big downgrade from a traditional Evolving Wilds. Having to pay one just makes a world of difference. That said, it does have a useful subtype in this set, and that probably means it will be a bit more useful than its predecessor.
Pack 1 Pick 4: Colossadactyl
Colossadactyl
3.0 This is a great statline and keyword combination for the cost. Not much more to say here
Dowsing Device
2.0 Playing an artifact creature to trigger this is best, because then you can guarantee that the Haste part matters, so you get the most value. Transforming this seems very doable, and the land is obviously relevant if you managed to transform it in the first place
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Join the Dead
4.0 This is great without Descend, and with it it’s incredible. Always remember that double Black ends up being a problem sometimes, but this is so efficient that it doesn’t matter much.
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Hidden Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 5: Deep-Cavern Bat
Deep-Cavern Bat
3.0 While you can’t really call this type of an effect a 2-for-1, since your opponent can get the card back with relative ease, the kind of disruption this card gives you is pretty serious. If you play it on turn two and take your opponents only two or three drop (depending on who went first), you’re already getting some serious value out of this, and this thing even comes with Flying and Lifelink!
Market Gnome
3.0 This is great sacrifice and craft fodder. Both of those look doable in White.
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
Master's Guide-Mural
3.0 A 5-mana 4/4 Golem isn’t exactly great, but keep in mind Blue-White does like having artifacts lying around, and this gives you two of them. If you can craft this in the later stages of the game, you end up with a pretty powerful Artifact that can immediately crank out another 4/4, and can make more later in the game too. I don’t love how expensive this is to craft or how much it costs initially, and I worry it will feel a little too slow, but this definitely has the ability to take over games
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Quicksand Whirlpool
2.5 Casting this for six is kind of rough, but casting it for three is solid enough, especially in less aggressive decks.
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 6: Throne of the Grim Captain
Throne of the Grim Captain
0.0 // 4.5 This is a super cool design, and I think you’ll actually be able to pull this off in Limited. Normally, a two mana Artifact that mills two wouldn’t be playable on its own, but there are going to be some decks in this format so reliant on Craft and/or Descend, that this delivers some pretty real value. And ending up with a reasonable mix of these four creature types isn’t impossible either. Still, you shouldn’t be playing this unless you can get value out of that front side – apart from hoping you mill creatures with the right types. So, this really feels like a build around
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Fanatical Offering
2.5 This probably isn’t quite Deadly Dispute, but I think that’s a pretty good comparison. This format has lots and lots of expendable stuff around, and this will often feel like you’re giving up very little to draw two and get a Map token, and that’s some serious value
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Pack 1 Pick 7: Malicious Eclipse
Malicious Eclipse
0.5 This type of card is always pretty awkward in Limited. The effect has a really high ceiling for sure, but the floor is bad because you just don’t end up in decks very often where you can be certain it will hurt your opponent more than you when you cast it. If you find yourself in a control deck that doesn’t have many creatures that die to this, it can work out reasonably well, but that kind of deck just doesn’t come together often enough. This is mostly sideboard material.
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Ancestors' Aid
2.0 +2/+0 and First Strike is going to win combat a huge percentage of the time, and in addition to the value treasure normally gives you in the form of mana, there’s lots of other stuff you can do with it in the format
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
Soaring Sandwing
1.5 So, the landyclers in Blue, Black, and Green all really interest me because of the descent mechanic. White doesn’t really have that going on, though you might be able to use it with craft at least. Still… I think that makes this a little less useful. You can throw this away early to hit a land drop, and in the late game if you gives you a beefy creature that can gain you life, which can sometimes help you stabilize
Bartolomé del Presidio
3.0 Gobbling up expendable creatures and map tokens to get bigger is pretty nice. The best thing about this card is that it doesn’t have the restrictions we often see on this kind of effect these days – you can use it as many times a turn as you want, and it doesn’t cost any mana. This means just attacking with Bartolome is going to give your opponent a headache, as things could go very wrong no matter what they decide to do. Sacrificing to this also triggers things that care about descend
Grasping Shadows
2.0 4 mana is kind of a lot for something that just gives a couple of keywords to a creature, and it only gives it to them when the creature attacks alone. That said, deathtouch + lifelink tends to make it so you can attack with something on most turns, and sometimes it offers a really serious boost. Shadows’ Lair drawing you some cards after all that is pretty sweet too, but this does seem rough on board states where you’re not the beat down. I mean…sometimes you just can’t attack, and this will feel blank when that’s the case
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Malamet Scythe
2.0 When you use this as a combat trick, it’s going to feel pretty good. After all, it helps your creature win combat and keeps +2/+2 sticking around. After that initial equip, having to pay 4 at a time to move this will feel rough, but if you’ve already traded one-for-one, we’re just talking about upside at that point.
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 9: Greedy Freebooter
Volatile Fault
0.0 There are many nonbasics in this format, but you still don’t want to run this. Destroying a land and letting your opponent search up any basic and getting it untapped just isn’t worth doing, even with a Treasure token attached.
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Pack 1 Pick 10: Nurturing Bristleback
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Abyssal Gorestalker
1.0 This looks a little too awkward. There are too many situations where it hurts you more than your opponent. Sure, there are also the times where it's amazing, but there aren't enough of those to offset the downside.
Kaslem's Stonetree
1.5 The front side of this isn’t great, although the fact it can hit any land means it can help you dig for Caves if you’re interested in doing that – and you probably are, because the Stonetree crafts with Caves! Later, it can become a beefy enough creature. Overall…I’m not actually that impressed here. It doesn’t add to the board on the front side, and crafting with Caves is challenging enough that you can’t really count on getting the 5/5. There are just so many better cave payoffs in the set, that this isn’t really the one you’re desperate for
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Pack 1 Pick 12: Mephitic Draught
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Pack 1 Pick 13: Staggering Size
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Pack 1 Pick 14: Fungal Fortitude
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Pack 1 Pick 15: Fungal Fortitude
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Pack 2 Pick 1: Thrashing Brontodon
Restless Ridgeline
4.0 The creature might not be quite as impressive as the others, but the fact it can buff something else generally means it can open up a good attack for another creature too
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Uchbenbak, the Great Mistake
3.5 A 5-mana 6/4 with Vigilance and Menace is already a pretty imposing creature, and this one can come back in the later stages of the game. Having to deal with this problematic of a body twice in a game isn’t going to be easy. That said, Descend 8 is pretty intense, and even with Blue-Black being good at milling itself, it isn’t exactly something you should always count on. Still, this looks like a really nice signpost Uncommon
Thrashing Brontodon
3.0 This is a reprint. Like last time, it has efficient stats and has upside that lets you blow up some key permanents
Grasping Shadows
2.0 4 mana is kind of a lot for something that just gives a couple of keywords to a creature, and it only gives it to them when the creature attacks alone. That said, deathtouch + lifelink tends to make it so you can attack with something on most turns, and sometimes it offers a really serious boost. Shadows’ Lair drawing you some cards after all that is pretty sweet too, but this does seem rough on board states where you’re not the beat down. I mean…sometimes you just can’t attack, and this will feel blank when that’s the case
Marauding Brinefang
2.5 The common landcyclers feel like they will be extra good in the graveyard decks in the format, and Blue is definitely interested in the graveyard. This is because you can get extra value out of landycling these early – as it puts a permanent into your graveyard. Then, like usual with landcyclers, in the later stage of the game you get a beefy creature
Primordial Gnawer
2.0 This is an ugly stat-line, but it does make sure you get a 2-for-1. Still…the stat-line is bad enough that I don’t think this ends up always making the cut.
Hotfoot Gnome
2.0 A three mana 3/1 with Haste with a useful card type in Artifact is probably a 1.5, but it’s nice this can tap to give things haste. Once it isn’t a very good attacker on its own – which will be often – it can at least make your other creatures into better attackers. Still, this isn’t nearly as good as one mana 1/1s with this ability that we’ve seen in the recent past
Cartographer's Companion
2.0 This doesn’t feel like a great rate to me. You can sort of look at it as a 4-mana 2/1 that draws you a card or a 4-mana 3/2 with some card selection, and neither of those is very good…but there are some decks in the format that want cards that make two artifacts, as well as decks that want to explore and so forth, so it’s probably not terrible
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Quicksand Whirlpool
2.5 Casting this for six is kind of rough, but casting it for three is solid enough, especially in less aggressive decks.
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 2: Dead Weight
Matzalantli, the Great Door
2.0 A three mana artifact that taps to loot…isn’t great, not in this world where we always need to be adding real things to the board. I mean, the card selection it offers over time can be valuable in games that go long, and it also synergizes well with the graveyard stuff in the set, but playing this on turn three isn’t going to feel good in most games – you just want a three drop creature most of the time. Then, once this transforms it…also isn’t anything special in Limited. You just don’t have enough things to spend mana on in Limited for this land to be that good when you transform it in the mid-to-late game
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Dead Weight
3.5 This is good every time we see it, especially because they tend to put it in formats where you can get some extra value out of it. One mana for -2/-2 is already premium, as you can trade up all the time, but the extra value in this format comes as a result of all of the Descend. Permanents that are removal spells are going to give you some nice extra value, and that’s certainly true here
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
Sunshot Militia
2.0 This seems like a decent way to finish your opponent off in Red artifact decks. Even if they stabilize, this two drop can make it impossible for them provided you have artifacts and creatures around, and that’s not a huge ask. This only being Sorcery speed, like most of these effects, certainly matters, as being able to wait until the end of your opponents turn would mean you can keep all our blocks up – but still, I think this will do enough to warrant a slot in your deck
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Fanatical Offering
2.5 This probably isn’t quite Deadly Dispute, but I think that’s a pretty good comparison. This format has lots and lots of expendable stuff around, and this will often feel like you’re giving up very little to draw two and get a Map token, and that’s some serious value
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Glimpse the Core
1.5 It has been a long time since they gave us a two mana ramp spell like this. It can't grab any basic land like Rampant growth, but it still gets you to 4 on turn three, and even has Cave upside. The question becomes "Would it just be better to play a two mana 2/2, though?" And given what formats have looked like lately, the answer is usually gonna be yes, especially because this is pretty bad when you get it late. If there is a legit ramp deck in the format, this is likely to play a role in it, but I am very skeptical given that we haven't seen a legit ramp deck work out in Limited since like…Strixhaven
Careening Mine Cart
2.0 A 3 mana 3/3 vehicle with Crew 1 isn’t very good. I like getting Treasure, and that saves this from being actively bad, especially because it is a colorless source of fixing
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Huatli's Final Strike
3.5 We see this kind of effect all the time at Common in Green, and it’s always one of Green’s must commons. It’s great removal that has occasional 2-for-1 upside thanks to the stats boost. You always have to be a little careful, in case your opponent can respond to you casting it, but the fact it’s an instant means you can find a nice window more often than not
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Tinker's Tote
3.0 Three mana for two 1/1s is almost a passable rate, and this one card gives you THREE artifacts, something that is valuable in White in this format, as we’ve seen throughout this video. The added life gain bonus is nice to have too. I think this looks like a quality common because of all the stuff it enables – whether it be tapping, carfting, or sacrificing artifacts
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Plundering Pirate
3.0 Creatures that make treasures on ETB virtually always over perform, and the stat-line here is a bit better than what we usually see. Treasure brings extra value in an artifact format too. I think this is one of Red’s better commons
Quicksand Whirlpool
2.5 Casting this for six is kind of rough, but casting it for three is solid enough, especially in less aggressive decks.
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Cavernous Maw
2.0 There are enough Caves to get this going in some decks, and if your deck can take the hit to your mana this causes, it’s a pretty good creature land
Captain Storm, Cosmium Raider
3.0 This is a great Artifact payoff in a format with lots of artifacts, and she counts herself, so you’ll always have somewhere to put a counter
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Walk with the Ancestors
2.0 5 mana to return a permanent to your hand is rough, but getting to cast something else while you do helps soften that blow
Family Reunion
2.0 I like this take on a mass pump effect. White can go wide, as usual, in this format, so buffing everything is a big game sometimes, but having the hexproof option attached is nice too, as it makes this useful in a wider variety of situations – namely, at times when your opponent tries to remove one of your creatures. The total package is a solid card you’re going to want one of in a lot of your White creature-heavy decks.
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 5: Over the Edge
Hurl into History
2.0 5 mana for something that can't even counter everything is sort of brutal. But this set has fewer instants and sorceries than normal, and also getting to Discover means you're getting a 2 for 1
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Over the Edge
2.5 There are enough artifacts and enchantments in this set and – importantly – enough artifact creatures for this to work pretty well as a removal spell. The double Explore mode isn’t too bad either.
Seismic Monstrosaur
2.0 This probably isn’t as good as the land cyclers in Blue, Black, and Green, as those are the colors that are best with the graveyard, but Red isn’t completely uninterested in the ‘yard, and the creature you get here isn’t the most inefficient thing either. The ability to throw away lands late when you’re flooding out comes in handy too
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Promising Vein
2.5 In the Lord of the Rings set, we saw that an Evolving Wilds that can tap for mana, but costs 1 generic to sacrifice, was a pretty big downgrade from a traditional Evolving Wilds. Having to pay one just makes a world of difference. That said, it does have a useful subtype in this set, and that probably means it will be a bit more useful than its predecessor.
Pack 2 Pick 6: Bitter Triumph
Council of Echoes
3.0 When this bounces something, it will feel pretty good. Adding a big flier and subtracting from the opposing board feels great. When this doesn't bounce something…it will feel way inefficient and overcosted. Seems to me getting Descend 4 going by the time you cast this is a reasonable expectation, though
Bitter Triumph
3.5 Paying life for this is going to be the better option, but doing stuff with the graveyard is a good idea in this format, so sometimes you can discard things for very real value, like triggering descent stuff. I think it will be easy enough to make the additional cost not matter much for this to be premium removal. After all, it deals with anything for two mana
Sunbird Standard
2.0 We’ve seen time and time again, a three mana artifact that taps for mana of any color isn’t playable in Limited. It’s just too slow, and a mana boost like this just isn’t worth a card most of the time. However…this obviously has some real upside, since it can turn into a creature. And it can do it fairly flexibly, since it can exile any permanent type. That said, it is usually going to be a 2/2 Flyer that can tap for two mana – which is nice, but the set up cost of getting there is pretty significant. It takes quite the mana investment, even if the Standard itself can be used
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
Hit the Mother Lode
0.0 Discover 10 sounds exciting, but you’re pretty likely to hit something much cheaper in most Limited decks, and by the time you’re casting this, you’re probably not desperate for treasure
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Thousand Moons Crackshot
1.5 Sometimes you’ll be able to attack with this and really open the floodgates on your opponent by getting their best blocker out of the way, but three mana is a lot, and your opponent also always knows this is coming, making it a lot less useful. You’re rarely going to use this ability early, and by the late game it has some diminishing returns.
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Orazca Puzzle-Door
2.5 It’s an artifact, which some Blue decks care about, and it puts two cards into your graveyard all on its own, something other Blue decks care about. Mix that in with the fact that what this does for the cost is kind of passable anyway, and I think we’re talking about a solid playable
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Hurl into History
2.0 5 mana for something that can't even counter everything is sort of brutal. But this set has fewer instants and sorceries than normal, and also getting to Discover means you're getting a 2 for 1
Mischievous Pup
2.5 This can save a creature from removal or rebuy an ETB, and it can ambush stuff too.
In the Presence of Ages
2.5 I think you’ll want one of these in most Green decks. It helps you load the yard while drawing you a couple of cards in most cases
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Echo of Dusk
2.0 It’s fine on turn two, and Black decks will get it to 3/3 and lifelink pretty often, and once it’s there there’s a good chance it has at least some relevance on just about any board
Marauding Brinefang
2.5 The common landcyclers feel like they will be extra good in the graveyard decks in the format, and Blue is definitely interested in the graveyard. This is because you can get extra value out of landycling these early – as it puts a permanent into your graveyard. Then, like usual with landcyclers, in the later stage of the game you get a beefy creature
Primordial Gnawer
2.0 This is an ugly stat-line, but it does make sure you get a 2-for-1. Still…the stat-line is bad enough that I don’t think this ends up always making the cut.
Hotfoot Gnome
2.0 A three mana 3/1 with Haste with a useful card type in Artifact is probably a 1.5, but it’s nice this can tap to give things haste. Once it isn’t a very good attacker on its own – which will be often – it can at least make your other creatures into better attackers. Still, this isn’t nearly as good as one mana 1/1s with this ability that we’ve seen in the recent past
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 10: Fanatical Offering
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Fanatical Offering
2.5 This probably isn’t quite Deadly Dispute, but I think that’s a pretty good comparison. This format has lots and lots of expendable stuff around, and this will often feel like you’re giving up very little to draw two and get a Map token, and that’s some serious value
Glimpse the Core
1.5 It has been a long time since they gave us a two mana ramp spell like this. It can't grab any basic land like Rampant growth, but it still gets you to 4 on turn three, and even has Cave upside. The question becomes "Would it just be better to play a two mana 2/2, though?" And given what formats have looked like lately, the answer is usually gonna be yes, especially because this is pretty bad when you get it late. If there is a legit ramp deck in the format, this is likely to play a role in it, but I am very skeptical given that we haven't seen a legit ramp deck work out in Limited since like…Strixhaven
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Pack 2 Pick 13: Mephitic Draught
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Pack 2 Pick 14: Ray of Ruin
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Pack 2 Pick 15: Disruptor Wanderglyph
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Pack 3 Pick 1: Preacher of the Schism
Preacher of the Schism
4.0 A three mana 2/4 Death touch is something you’d almost always play, and the upside here is pretty nuts! It doesn’t really matter which of these you get to trigger, you’re going to be very happy with the outcome. Note, by the way, that if you and your opponent have the exact same life total, you get to trigger both – that won’t come up a ton of course, but the times it does will be pretty nuts! Because it’s a death toucher, it will be capable of attacking all game long too, as there just won’t be situations where your opponent can block it without losing whatever they block with.
Digsite Conservator
2.5 Graveyard hate is really legit in this format, as keeping your opponent from being able to craft or take advantage of Descent is going to really matter, so I think a two mana 2/1 that hates on the graveyard is probably already kind of playable. Add in the Discover upside and we’re talking about something that is perfectly solid. You won’t always have that 4 mana of course, but when you do you might generate a two-for-one, or at least really make your graveyard-loving opponent’s life a lot more difficult while getting a card to replace the Conservator
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
Belligerent Yearling
3.0 This has nice starting stats, and the fact its power can go up can allow it to stay relevant all game long
Saheeli's Lattice
3.5 This might be the best Tormenting Voice effect we’ve ever seen. That type of card is always fine, as it lets you dig deeper in your deck, but this one has a ton of upside. First, it’s an artifact in a format where that matters. It’s also a permanent in a format where that matters more than being an instant or sorcery, And this is a format where you can get extra value out of discard, and on top of that, this can turn into a very real creature in the later stages of the game. Playing this on two and then getting a creature later sounds awesome
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Dead Weight
3.5 This is good every time we see it, especially because they tend to put it in formats where you can get some extra value out of it. One mana for -2/-2 is already premium, as you can trade up all the time, but the extra value in this format comes as a result of all of the Descend. Permanents that are removal spells are going to give you some nice extra value, and that’s certainly true here
Compass Gnome
2.0 We’ve seen this card before, more or less, and its always kind of mediocre. Putting the land on top is miles away from putting it in your hand. This offers passable fixing, but I think it will be especially attractive to Cave decks. As we’ll see in just a little bit, the set has a lot of caves, but still, getting your hands on enough to make the various Cave payoffs work is a little tricky – something like Compass Gnome helps make that easier
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Oltec Cloud Guard
3.5 This is a great rate for what you get, especially when you consider artifact synergy.
Waterwind Scout
3.5 Wind Drake + Map token for three mana seems like a quality Common to me. Explore and artifacts both matter in Blue, and this helps you do both of those. This looks like a pretty good deal
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Ruin-Lurker Bat
3.0 A one mana 1/1 with these keywords is a nice starting point. Makes it great with equipment and counters and stuff, and when it reaches the stage of the game when it can't rumble, it can help you find meaningful cards.
Zoyowa's Justice
0.0 I'm not interested in this kind of justice. I get it, you can use it an attempt to get yourself a better card, or downgrade an opposing one, but too much is left up to chance. You have no idea how it will go, and it will backfire far too often
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Malamet Scythe
2.0 When you use this as a combat trick, it’s going to feel pretty good. After all, it helps your creature win combat and keeps +2/+2 sticking around. After that initial equip, having to pay 4 at a time to move this will feel rough, but if you’ve already traded one-for-one, we’re just talking about upside at that point.
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Abrade
4.0 This is great every time it gets printed, and it might actually be better here. Two for 3 damage at instant speed is already premium, but this format has a ton of artifacts and artifact creatures too, and this can also destroy those outright.
Deathcap Marionette
2.0 We’ve already seen that descending is a key part of what Black wants to do in this format, and the Marionette helps you do it while being capable of trading with anything thanks to death touch
In the Presence of Ages
2.5 I think you’ll want one of these in most Green decks. It helps you load the yard while drawing you a couple of cards in most cases
Family Reunion
2.0 I like this take on a mass pump effect. White can go wide, as usual, in this format, so buffing everything is a big game sometimes, but having the hexproof option attached is nice too, as it makes this useful in a wider variety of situations – namely, at times when your opponent tries to remove one of your creatures. The total package is a solid card you’re going to want one of in a lot of your White creature-heavy decks.
Thousand Moons Crackshot
1.5 Sometimes you’ll be able to attack with this and really open the floodgates on your opponent by getting their best blocker out of the way, but three mana is a lot, and your opponent also always knows this is coming, making it a lot less useful. You’re rarely going to use this ability early, and by the late game it has some diminishing returns.
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 3 Pick 3: Join the Dead
Swashbuckler's Whip
1.5 So, one to play and one to equip to give a creature this tap effect for two mana seems…kind of alright. I’d like to pay one to tap things, but still. It is…kind of weird it also gives Reach. I guess that’s mostly a flavor thing, because the creature you put this on will often tap something before your opponent goes to combat, in which case Reach doesn’t matter. But anyway, this can tap things down for awhile, and then in the late game can just start Discovering, which is nice. Keep in mind, most of the time when you discover 10 for 8 mana, you’re going to get something worth far less, so it won’t ever feel efficient, but it’s a decent late game mana sink. Still…the whole package here seems passable, no matter what stage of the game it is
Goldfury Strider
2.0 The base stats here are very underwhelming, and the idea here is that you can use some combination of artifacts and creature tokens that are available in the set to make this a 5/5 trampler, in which case you’re talking about something significantly more impressive. It is a pretty big bummer that you have to do it at sorcery speed, as the threat of activation here would make it a lot better. You’re just…not always going to have the extra stuff around to buff this, and even when you do, I don’t think you’re going to feel like you’re doing something all that impressive.
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
Sunbird Standard
2.0 We’ve seen time and time again, a three mana artifact that taps for mana of any color isn’t playable in Limited. It’s just too slow, and a mana boost like this just isn’t worth a card most of the time. However…this obviously has some real upside, since it can turn into a creature. And it can do it fairly flexibly, since it can exile any permanent type. That said, it is usually going to be a 2/2 Flyer that can tap for two mana – which is nice, but the set up cost of getting there is pretty significant. It takes quite the mana investment, even if the Standard itself can be used
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Another Chance
2.5 Playing one copy of this effect is usually a good idea in Black decks in Limited, but that’s even more the case in this format, since milling yourself and loading the graveyard in general is easier than normal, and there are more payoffs than normal for doing it too. You still probably don’t want more than one of these, but that first copy is something I’m going to value pretty highly for a common
Seeker of Sunlight
0.0 A one mana 1/1 just isn’t’ a stat-line that stays relevant, and while this has the ability to stay more relevant thanks to it’s activated ability, it’s costly enough and clunky enough at sorcery speed that it is only something you’re going to start using in the extreme late game. This is bad at virtually every other stage
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Compass Gnome
2.0 We’ve seen this card before, more or less, and its always kind of mediocre. Putting the land on top is miles away from putting it in your hand. This offers passable fixing, but I think it will be especially attractive to Cave decks. As we’ll see in just a little bit, the set has a lot of caves, but still, getting your hands on enough to make the various Cave payoffs work is a little tricky – something like Compass Gnome helps make that easier
Join the Dead
4.0 This is great without Descend, and with it it’s incredible. Always remember that double Black ends up being a problem sometimes, but this is so efficient that it doesn’t matter much.
Ancestors' Aid
2.0 +2/+0 and First Strike is going to win combat a huge percentage of the time, and in addition to the value treasure normally gives you in the form of mana, there’s lots of other stuff you can do with it in the format
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 4: Another Chance
Restless Reef
4.0 Another great creature land, this one becomes a beefy creature that can either load your graveyard or threaten to mill out your opponent
Belligerent Yearling
3.0 This has nice starting stats, and the fact its power can go up can allow it to stay relevant all game long
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
Another Chance
2.5 Playing one copy of this effect is usually a good idea in Black decks in Limited, but that’s even more the case in this format, since milling yourself and loading the graveyard in general is easier than normal, and there are more payoffs than normal for doing it too. You still probably don’t want more than one of these, but that first copy is something I’m going to value pretty highly for a common
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Seismic Monstrosaur
2.0 This probably isn’t as good as the land cyclers in Blue, Black, and Green, as those are the colors that are best with the graveyard, but Red isn’t completely uninterested in the ‘yard, and the creature you get here isn’t the most inefficient thing either. The ability to throw away lands late when you’re flooding out comes in handy too
In the Presence of Ages
2.5 I think you’ll want one of these in most Green decks. It helps you load the yard while drawing you a couple of cards in most cases
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Pack 3 Pick 5: Greedy Freebooter
Staunch Crewmate
3.5 I think this will be a two mana 2/1 that draws you a card pretty darn often in Blue, and that’s a great card
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Itzquinth, Firstborn of Gishath
4.5 A two mana 2/3 with Haste is a great place to start, and this comes with quite the kicker. If you have two extra mana, you get this awesome punch effect. Keep in mind, you have Itzquinth do the damage. If this was always a 4-mana 2/3 with Haste that did two to something, that would be a great Limited card – and this has the flexibility of coming down earlier when that’s better and letting another dinosaur do the damage. Yeah…that’s pretty nuts. This looks like an incredible signpost Uncommon
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Glorifier of Suffering
2.5 Putting a counter on TWO separate creatures is a pretty nice payoff for throwing away a gnome token or a map token, and can really make an attack far more formidable. It can also put a counter on itself, which is nice. This seems like a quality payoff for the aggressive sacrifice decks in the format.
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Huatli's Final Strike
3.5 We see this kind of effect all the time at Common in Green, and it’s always one of Green’s must commons. It’s great removal that has occasional 2-for-1 upside thanks to the stats boost. You always have to be a little careful, in case your opponent can respond to you casting it, but the fact it’s an instant means you can find a nice window more often than not
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Pack 3 Pick 6: Captivating Cave
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Gargantuan Leech
0.0 // 3.0 This is very much a build around. You want to cast this for five or less, or it won't feel good. It's unplayable in a deck with 2 or fewer caves, mediocre with 3, and probably only solid with five or more
Might of the Ancestors
2.0 This is a boost that can make just about any creature into a much better attacker, and you get the trigger the turn you play it, provided you play it in your first main phase. Still…there are situations where a card like this just doesn’t do enough to make your board state any better, and it feels miserable in those situations.
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Soaring Sandwing
1.5 So, the landyclers in Blue, Black, and Green all really interest me because of the descent mechanic. White doesn’t really have that going on, though you might be able to use it with craft at least. Still… I think that makes this a little less useful. You can throw this away early to hit a land drop, and in the late game if you gives you a beefy creature that can gain you life, which can sometimes help you stabilize
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Walk with the Ancestors
2.0 5 mana to return a permanent to your hand is rough, but getting to cast something else while you do helps soften that blow
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 3 Pick 7: Skullcap Snail
Sinuous Benthisaur
0.0 // 4.0 This has some insane potential. Even if you just have two caves, this is a 6-mana 4/4 that draws you two cards. That’s really amazing, and even with one cave it’s a passible card. Now…if there are no Caves around it’s awful, but if your deck has 4 or more caves in it, you’re going to be happy to play this most of the time
Zoyowa's Justice
0.0 I'm not interested in this kind of justice. I get it, you can use it an attempt to get yourself a better card, or downgrade an opposing one, but too much is left up to chance. You have no idea how it will go, and it will backfire far too often
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Glorifier of Suffering
2.5 Putting a counter on TWO separate creatures is a pretty nice payoff for throwing away a gnome token or a map token, and can really make an attack far more formidable. It can also put a counter on itself, which is nice. This seems like a quality payoff for the aggressive sacrifice decks in the format.
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
Hidden Volcano
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 8: Echo of Dusk
Swashbuckler's Whip
1.5 So, one to play and one to equip to give a creature this tap effect for two mana seems…kind of alright. I’d like to pay one to tap things, but still. It is…kind of weird it also gives Reach. I guess that’s mostly a flavor thing, because the creature you put this on will often tap something before your opponent goes to combat, in which case Reach doesn’t matter. But anyway, this can tap things down for awhile, and then in the late game can just start Discovering, which is nice. Keep in mind, most of the time when you discover 10 for 8 mana, you’re going to get something worth far less, so it won’t ever feel efficient, but it’s a decent late game mana sink. Still…the whole package here seems passable, no matter what stage of the game it is
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Acolyte of Aclazotz
2.5 There are plenty of expendable artifacts and creatures to be had in Black, and this also works well with Descend stuff. Draining 1 life at a time might sound small, but it really can keep you alive while pressuring your opponent
Cartographer's Companion
2.0 This doesn’t feel like a great rate to me. You can sort of look at it as a 4-mana 2/1 that draws you a card or a 4-mana 3/2 with some card selection, and neither of those is very good…but there are some decks in the format that want cards that make two artifacts, as well as decks that want to explore and so forth, so it’s probably not terrible
Marauding Brinefang
2.5 The common landcyclers feel like they will be extra good in the graveyard decks in the format, and Blue is definitely interested in the graveyard. This is because you can get extra value out of landycling these early – as it puts a permanent into your graveyard. Then, like usual with landcyclers, in the later stage of the game you get a beefy creature
Echo of Dusk
2.0 It’s fine on turn two, and Black decks will get it to 3/3 and lifelink pretty often, and once it’s there there’s a good chance it has at least some relevance on just about any board
Dead Weight
3.5 This is good every time we see it, especially because they tend to put it in formats where you can get some extra value out of it. One mana for -2/-2 is already premium, as you can trade up all the time, but the extra value in this format comes as a result of all of the Descend. Permanents that are removal spells are going to give you some nice extra value, and that’s certainly true here
Pack 3 Pick 9: Dead Weight
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Dead Weight
3.5 This is good every time we see it, especially because they tend to put it in formats where you can get some extra value out of it. One mana for -2/-2 is already premium, as you can trade up all the time, but the extra value in this format comes as a result of all of the Descend. Permanents that are removal spells are going to give you some nice extra value, and that’s certainly true here
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Oltec Cloud Guard
3.5 This is a great rate for what you get, especially when you consider artifact synergy.
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Malamet Scythe
2.0 When you use this as a combat trick, it’s going to feel pretty good. After all, it helps your creature win combat and keeps +2/+2 sticking around. After that initial equip, having to pay 4 at a time to move this will feel rough, but if you’ve already traded one-for-one, we’re just talking about upside at that point.
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Deathcap Marionette
2.0 We’ve already seen that descending is a key part of what Black wants to do in this format, and the Marionette helps you do it while being capable of trading with anything thanks to death touch
Thousand Moons Crackshot
1.5 Sometimes you’ll be able to attack with this and really open the floodgates on your opponent by getting their best blocker out of the way, but three mana is a lot, and your opponent also always knows this is coming, making it a lot less useful. You’re rarely going to use this ability early, and by the late game it has some diminishing returns.
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Pack 3 Pick 11: Compass Gnome
Swashbuckler's Whip
1.5 So, one to play and one to equip to give a creature this tap effect for two mana seems…kind of alright. I’d like to pay one to tap things, but still. It is…kind of weird it also gives Reach. I guess that’s mostly a flavor thing, because the creature you put this on will often tap something before your opponent goes to combat, in which case Reach doesn’t matter. But anyway, this can tap things down for awhile, and then in the late game can just start Discovering, which is nice. Keep in mind, most of the time when you discover 10 for 8 mana, you’re going to get something worth far less, so it won’t ever feel efficient, but it’s a decent late game mana sink. Still…the whole package here seems passable, no matter what stage of the game it is
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
Sunbird Standard
2.0 We’ve seen time and time again, a three mana artifact that taps for mana of any color isn’t playable in Limited. It’s just too slow, and a mana boost like this just isn’t worth a card most of the time. However…this obviously has some real upside, since it can turn into a creature. And it can do it fairly flexibly, since it can exile any permanent type. That said, it is usually going to be a 2/2 Flyer that can tap for two mana – which is nice, but the set up cost of getting there is pretty significant. It takes quite the mana investment, even if the Standard itself can be used
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Compass Gnome
2.0 We’ve seen this card before, more or less, and its always kind of mediocre. Putting the land on top is miles away from putting it in your hand. This offers passable fixing, but I think it will be especially attractive to Cave decks. As we’ll see in just a little bit, the set has a lot of caves, but still, getting your hands on enough to make the various Cave payoffs work is a little tricky – something like Compass Gnome helps make that easier
Pack 3 Pick 12: Ray of Ruin
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Pack 3 Pick 13: Merfolk Cave-Diver
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
Pack 3 Pick 14: Tithing Blade
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
Pack 3 Pick 15: Disturbed Slumber
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board