Sentinel of the Nameless City
4.0 A good stat-line for the cost, a nice keyword for a ¾ and it gives you at least some value no matter what? And sometimes all kinds of value? Yeah, this is good.
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
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
Hoverstone Pilgrim
2.5 A 5-mana 2/5 Flyer with Ward 2 isn’t the worst thing ever, and this can really strip the graveyard bare. Alternatively, you can use it to put your own stuff back into your library, something that might actually matter in this format, where it looks possible to go pretty hard on milling yourself. Once you’re down to your last few cards, getting to decide what you’re going to draw always feels pretty sweet
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue 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
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
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
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.
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
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
Cosmium Blast
2.5 We see a card like this in most sets, and as usual – it’s efficient, but situational enough that it definitely isn’t premium. It’s far better when you’re not an aggro deck, since in that type of deck you want removal that lets you get rid of a creature before they ever get to block.
Earthshaker Dreadmaw
4.0 You know they had to make a Colossal Dreadmaw reference, and they did it by giving us a strictly better version. Even drawing one card off of this is an excellent deal, and that seems doable - and the ceiling is a lot higher! And the fail case is just the original Dreadmaw
Malamet War Scribe
3.0 This is quite the boost. We see white creatures that give +1/+1 all the time, and that additional power is a significant upgrade. You don't even have to be going that wide for this to have an impact on the board, as it will make just about any board better at attacking.
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
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
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.
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
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.
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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
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
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
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
Attentive Sunscribe
2.5 There are some vehicles in the set, in addition to many White cards that like it when you tap your stuff. This adds a decent bonus to those effects, while also being an early artifact to get those kinds of things going.
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
Helping Hand
1.5 This feels reasonably efficient when you get back a three mana creature, and there is certainly graveyard stuff in the set, but this is still a card that feels a bit too situational to be anything special. It feels pretty bad in your opening hand, for example. Entering tapped definitely hurts too.
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
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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
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
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 1 Pick 4: Oaken Siren
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
Bloodthorn Flail
1.5 Without the discard option, this would be a 1.0 With it, in a set that has heavy graveyard stuff going on, especially in Black, it's probably a 1.5. It does seem like it will be hard to consistently get a card worth of value out of it
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
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
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
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.
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
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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
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
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.
Canonized in Blood
3.0 You probably need at least two counters before this feels like it’s worth it, and I think that’s definitely doable. It’s great that in the late game, you also have the ability to put a very real flyer into play too, while also triggering your other descent stuff. This seems like a very nice payoff for the various descending strategies – which, keep in mind can include self mill, sacrifice, and more
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
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
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
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
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
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
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.
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.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Helping Hand
1.5 This feels reasonably efficient when you get back a three mana creature, and there is certainly graveyard stuff in the set, but this is still a card that feels a bit too situational to be anything special. It feels pretty bad in your opening hand, for example. Entering tapped definitely hurts too.
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
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
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
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
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.
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.
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 7: Lodestone Needle
Canonized in Blood
3.0 You probably need at least two counters before this feels like it’s worth it, and I think that’s definitely doable. It’s great that in the late game, you also have the ability to put a very real flyer into play too, while also triggering your other descent stuff. This seems like a very nice payoff for the various descending strategies – which, keep in mind can include self mill, sacrifice, and more
Lodestone Needle
1.0 If this were only the card on the front, it would be a 0.0. Spending a card to stun something for two turns…just isn’t worth it. But it does have another side! And it lets you explore on the cheap, which…I like. But I still feel like the front is so ineffectual, and crafting it takes enough work that I'm not very impressed.
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.
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
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
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
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
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
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
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.
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
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
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
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
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
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
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
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
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
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
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
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.
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
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
Attentive Sunscribe
2.5 There are some vehicles in the set, in addition to many White cards that like it when you tap your stuff. This adds a decent bonus to those effects, while also being an early artifact to get those kinds of things going.
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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
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
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 1 Pick 12: Sunshot Militia
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.
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
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.
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
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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.
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.
Anim Pakal, Thousandth Moon
4.5 She starts small, but oftentimes the turn you’ll play her you’ll immediately turn her into at least a 2/3 and get an extra body to play with. Keep in mind, because it says “one or more” you’re getting a maximum of one counter per combat, but that’s still enough for her to perform quite well
Market Gnome
3.0 This is great sacrifice and craft fodder. Both of those look doable in White.
Self-Reflection
2.5 Paying 6 to copy a creature is pretty rough. Hard to consistently get your man's worth there. However, with Flashback in the mix this has 2-for-1 potential, and Blue mills itself enough for this to give you nice value out of the graveyard
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
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
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
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.
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.
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Poison Dart Frog
3.0 This fixes your mana, ramps you, and can even trade for anything. That last part is nice, because mana dorks have diminishing returns the longer the game goes, but this one will also do something
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
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.
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
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
Pit of Offerings
2.5 Hating on the graveyard definitely matters in this format, and this cave will often be able to produce colored mana. It still kind of stinks to have in the early game, but I think it’s good enough early enough to be fine
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
Calamitous Cave-In
0.0 // 4.0 Cave decks look pretty legit in this format, and this feels like a card that can really enable that type of deck – it reminds me a lot of Gates Ablaze, a card with a similar sweeper effect that checked for Gates. It will be great if you have lots of Caves, and terrible if you don’t
Jade Seedstones
4.0 The initial effect isn’t the worst for four mana, as it really does impact the board most of the time, and then later in the game you’re getting a huge artifact creature that’s likely to gain you some life. It’s going to be pretty hard for you to lose the game when you craft this, and the floor is a nice enough card
Attentive Sunscribe
2.5 There are some vehicles in the set, in addition to many White cards that like it when you tap your stuff. This adds a decent bonus to those effects, while also being an early artifact to get those kinds of things going.
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.
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
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
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
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
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
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.
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 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 2 Pick 3: Mineshaft Spider
Akawalli, the Seething Tower
3.0 This has solid base stats and it is a really great payoff for Descend. After all, it ends up being a 7/7 with trample that can’t be blocked by more than one creature when you have Descend 8! I do wish it helped you get descend, so it was both a payoff and an enabler – those often make the best signpost uncommons, but it’s such a good payoff for loading the graveyard with permanents that it still looks like a nice signpost Uncommon
Helping Hand
1.5 This feels reasonably efficient when you get back a three mana creature, and there is certainly graveyard stuff in the set, but this is still a card that feels a bit too situational to be anything special. It feels pretty bad in your opening hand, for example. Entering tapped definitely hurts too.
Mischievous Pup
2.5 This can save a creature from removal or rebuy an ETB, and it can ambush stuff too.
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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.
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
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
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
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
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
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
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
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
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
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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
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
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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.
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
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
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: Waylaying Pirates
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
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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
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
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.
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
Dinotomaton
3.0 A 4-mana 4/3 Menace is pretty close to a 2.5, so the upside of giving something else menace right away is pretty nice! It won’t always enable a good attack, but it will pretty frequently, especially if you’re curving out
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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
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
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 2 Pick 6: Cogwork Wrestler
Contested Game Ball
0.0 You always pay that first two mana and you play this card, so you always end up kind of behind when it comes to cards and how much mana you spend to draw cards
Malamet Battle Glyph
3.5 One mana for fight is often a playable card in Green, but this one comes with serious upside! Because it’s so cheap, resolving a creature and then using this to fight in the same turn will be a regular occurrence, and getting a permanent boost that makes your creature more capable of surviving and winning a fight with an opposing creature is awesome
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
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
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
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.
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
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
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
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 2 Pick 7: Armored Kincaller
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
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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
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
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.
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
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 2 Pick 8: Malamet Scythe
Pit of Offerings
2.5 Hating on the graveyard definitely matters in this format, and this cave will often be able to produce colored mana. It still kind of stinks to have in the early game, but I think it’s good enough early enough to be fine
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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.
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
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
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
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
Pack 2 Pick 9: Brackish Blunder
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
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
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
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.
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
Pit of Offerings
2.5 Hating on the graveyard definitely matters in this format, and this cave will often be able to produce colored mana. It still kind of stinks to have in the early game, but I think it’s good enough early enough to be fine
Calamitous Cave-In
0.0 // 4.0 Cave decks look pretty legit in this format, and this feels like a card that can really enable that type of deck – it reminds me a lot of Gates Ablaze, a card with a similar sweeper effect that checked for Gates. It will be great if you have lots of Caves, and terrible if you don’t
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
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
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.
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 2 Pick 11: Akawalli, the Seething Tower
Akawalli, the Seething Tower
3.0 This has solid base stats and it is a really great payoff for Descend. After all, it ends up being a 7/7 with trample that can’t be blocked by more than one creature when you have Descend 8! I do wish it helped you get descend, so it was both a payoff and an enabler – those often make the best signpost uncommons, but it’s such a good payoff for loading the graveyard with permanents that it still looks like a nice signpost Uncommon
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
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
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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
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
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 13: Swashbuckler's Whip
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
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Pack 2 Pick 14: Compass Gnome
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
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 2 Pick 15: Seeker of Sunlight
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
Pack 3 Pick 1: Huatli's Final Strike
Abuelo's Awakening
2.5 This set has lots of Artifacts for you to bring back with this, but the question is how many there are that are really worth spending this much mana on. The fact the Awakening makes it into a creature – one that can get increasingly large the more mana you have – softens the blow, but it still feels like there will be frequent situations when this just doesn’t feel very efficient. This set does have more graveyard stuff and artifacts than normal, so I imagine this will work well enough to be nice in many decks, but it’s probably not amazing.
Curator of Sun's Creation
2.0 Even if this is potentially powerful, the fact your opponent can probably attack into it with impunity, or kill it for two mana, makes it hard for me to get excited
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
Bat Colony
0.0 // 3.5 This is definitely a build around, since it does way too little in any deck that has too few caves. You kind of need at least one bat when you cast it, and then to get two counters to feel like you're getting there. That…doesn't sound easy. I think this is an unplayable in most White decks, but Cave decks do look legit enough for me to think this will have a home in that type of deck.
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
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.
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.
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.
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
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
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.
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
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
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
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 3 Pick 2: Waterwind Scout
Abuelo, Ancestral Echo
3.5 A three mana 2/2 Flyer with Ward 2 is already pretty nice, and, while the ability to blink stuff isn’t always useful, the times where it is good, it tends to be really good, especially when rebuying Enter the Battlefield abilities
Chupacabra Echo
4.5 Giving something -2/-2 when this enters seems eminently doable, and that’s already a good card. After all, it's a 2-for-1 most of the time. By the mid to late game, it will feel a lot like the original chupacabra
Bat Colony
0.0 // 3.5 This is definitely a build around, since it does way too little in any deck that has too few caves. You kind of need at least one bat when you cast it, and then to get two counters to feel like you're getting there. That…doesn't sound easy. I think this is an unplayable in most White decks, but Cave decks do look legit enough for me to think this will have a home in that type of deck.
Visage of Dread
3.0 This will hit a card in your opponent's hand every single time on turn two, and it will often have a card to hit much later than that. It does have the potential of feeling terrible when you wiff, but it makes up for that with the Craft upside, which is likely going to be accessible by the stage of the game when it does wiff. Disrupting the opponent early and getting a big monster late will feel best of course.
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
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.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
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.
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
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
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.
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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 3 Pick 3: Cenote Scout
Restless Prairie
4.0 The creature this can become is no joke, as it not only gives you a decent body to swing with, it can buff your entire board!
Cenote Scout
3.0 This is either a one mana 1/1 that draws you a card, or a one mana 2/2 with Surveil 1. Both are cards you would happily play
Ixalli's Lorekeeper
1.0 // 3.0 This is some serious ramp in a deck with lots of dinos, and close to unplayable when you don't
Scytheclaw Raptor
2.0 This has good aggressive stats, and the symmetrical effect will sometimes punish your opponent
Poison Dart Frog
3.0 This fixes your mana, ramps you, and can even trade for anything. That last part is nice, because mana dorks have diminishing returns the longer the game goes, but this one will also do something
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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
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
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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
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 3 Pick 4: In the Presence of Ages
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
Ixalli's Lorekeeper
1.0 // 3.0 This is some serious ramp in a deck with lots of dinos, and close to unplayable when you don't
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
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
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
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.
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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
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.
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
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 3 Pick 5: Promising Vein
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
Defossilize
2.0 5 mana reanimation spells normally don't fair well in Limited, they are usually in the D range, even with some extra value tacked on, but I think this one will overperform. First, Black decks are great at loading the graveyard, and second, there are a cycle of big cycling creatures in the set who go great with this
Market Gnome
3.0 This is great sacrifice and craft fodder. Both of those look doable in White.
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
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
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Petrify
2.0 They really are giving Pacifism upside these days! This one can shut off abilities and hit artifacts too! The problem with this card in this format is that there is a prominent sacrifice theme, and even an entire mechanic – in Craft – that lets you exile permanents you control, there’s also a bunch of cards that let you tap your creatures and artifacts for value, and so on. In other words, Petrify will have a hard time giving you a full card of value consistently, because your opponent will still be able to do enough stuff with their permanents that this doesn’t shut the card down entirely
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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 3 Pick 6: Inverted Iceberg
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
Malamet War Scribe
3.0 This is quite the boost. We see white creatures that give +1/+1 all the time, and that additional power is a significant upgrade. You don't even have to be going that wide for this to have an impact on the board, as it will make just about any board better at attacking.
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
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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.
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
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
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 3 Pick 7: Earthshaker Dreadmaw
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.
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
Earthshaker Dreadmaw
4.0 You know they had to make a Colossal Dreadmaw reference, and they did it by giving us a strictly better version. Even drawing one card off of this is an excellent deal, and that seems doable - and the ceiling is a lot higher! And the fail case is just the original Dreadmaw
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
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.
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
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
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.
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: Cogwork Wrestler
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
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.
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
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
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
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.
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
Bat Colony
0.0 // 3.5 This is definitely a build around, since it does way too little in any deck that has too few caves. You kind of need at least one bat when you cast it, and then to get two counters to feel like you're getting there. That…doesn't sound easy. I think this is an unplayable in most White decks, but Cave decks do look legit enough for me to think this will have a home in that type of deck.
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
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
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
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
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 3 Pick 10: River Herald Guide
Bat Colony
0.0 // 3.5 This is definitely a build around, since it does way too little in any deck that has too few caves. You kind of need at least one bat when you cast it, and then to get two counters to feel like you're getting there. That…doesn't sound easy. I think this is an unplayable in most White decks, but Cave decks do look legit enough for me to think this will have a home in that type of deck.
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
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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 3 Pick 11: Poison Dart Frog
Poison Dart Frog
3.0 This fixes your mana, ramps you, and can even trade for anything. That last part is nice, because mana dorks have diminishing returns the longer the game goes, but this one will also do something
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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
Pack 3 Pick 12: Relic's Roar
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
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.
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
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 13: Mineshaft Spider
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Pack 3 Pick 14: Seeker of Sunlight
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
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 3 Pick 15: Sunshot Militia
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