Starving Revenant
4.5 Even without the Descend part, I would be pretty pumped about this card. Solid stat-line, and gives you serious card selection, and/or a way to load the graveyard, and/or card draw. Getting a 2 for 1 seems common place, and the ceiling on the card is pretty nuts! It can help you Descend on its own of course, and draining life when you draw is really good. I think the whole package gets this to the lower bomb tier
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
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
Staunch Crewmate
3.5 I think this will be a two mana 2/1 that draws you a card pretty darn often in Blue, and that’s a great card
Spring-Loaded Sawblades
4.0 Let’s set “Craft” aside for a moment. Two mana for 5 damage to a tapped creature at instant speed is a pretty decent rate. Sure, it’s fairly restrictive – and not really the kind of removal spell an aggro deck is excited about, but it can definitely trade up in many situations, and even produce blow outs when combat tricks are involved. I think that card alone would be about a C+ – with the caveat that you don’t really play it in aggro. But this comes with the upside of Crafting later, and when it does, you get a pretty beefy vehicle. A 5/5 vehicle with Crew 1 is formidable, and if you happen to have some other artifacts lying around - like Map tokens, you can animate it without having to Crew at all. It definitely takes some work to transform it, and you can’t count on always pulling it off, but because the front is already a nice card.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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.
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
Oltec Cloud Guard
3.5 This is a great rate for what you get, especially when you consider artifact synergy.
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
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
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 1 Pick 2: Synapse Necromage
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
Dreadmaw's Ire
3.0 This is a high-quality combat trick. One mana for +2/+2 and trample tends to play quite well on its own when we see it. It helps many a creature efficiently win combat while inflicting some damage on the opponent, and in this case you’ve even got a great shot at destroying a random artifact. It will feel truly busted when you can pull that off, and it also means it has sort of an alternate mode where you turn it into Shatter sometimes when your creature goes unblocked. I can’t imagine you ever cut this trick from any aggressive Red deck, and I think I even want to take it fairly early. This just does so much for one mana
Synapse Necromage
3.5 The stat-line is bad, but this replaces itself with two bodies which are really valuable in this format, even if they can’t block. There’s just so much you can do with them in the format, with sacrificing the most notable. I think this ends up giving you a ton for the mana you invest
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
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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.
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
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
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.
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.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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 1 Pick 3: Geological Appraiser
Geological Appraiser
4.5 This isn’t that far from being Bloodbraid Elf, and that card is absolutely absurd. Sure, the creature you cast isn’t the most efficient, but you’re always getting a 2-for-1 when you cast this, and you’ll always feel like you’re getting 4 mana or more worth of value too. That’s just insane
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
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
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.
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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
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
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
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
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.
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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 Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 4: Plundering Pirate
Spelunking
1.0 // 2.5 You really need to be playing a Cave for this to feel worth it most of the time, because you're gonna need to gain life to offset the downside of playing something that doesn't impact the board at all. It is kind of passable if you can't, but if you don’t have at least 3 caves, you probably shouldn't play it
Chart a Course
3.0 It is two mana to draw two reasonably often, and that’s an insane deal. Even when you can’t quite make that happen, two mana to draw two and discard 1 isn’t a bad deal, especially in a format with graveyard stuff all over the place
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
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.
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
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
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
Fanatical Offering
2.5 This probably isn’t quite Deadly Dispute, but I think that’s a pretty good comparison. This format has lots and lots of expendable stuff around, and this will often feel like you’re giving up very little to draw two and get a Map token, and that’s some serious value
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
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
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
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 5: Ancestors' Aid
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
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.
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
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
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
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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
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
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
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
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
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
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
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.
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
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.
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
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
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 7: Deep Goblin Skulltaker
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.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
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.
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 8: Tithing Blade
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
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
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.
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
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
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
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.
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
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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
Pack 1 Pick 10: River Herald Guide
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
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
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.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
Pack 1 Pick 11: Sinuous Benthisaur
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
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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
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.
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Pack 1 Pick 12: Deathcap Marionette
Spelunking
1.0 // 2.5 You really need to be playing a Cave for this to feel worth it most of the time, because you're gonna need to gain life to offset the downside of playing something that doesn't impact the board at all. It is kind of passable if you can't, but if you don’t have at least 3 caves, you probably shouldn't play it
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
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
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 13: Zoyowa's Justice
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
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
Pack 1 Pick 15: Over the Edge
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.
Pack 2 Pick 1: Echoing Deeps
Echoing Deeps
1.5 There aren’t that many lands it will be exciting to copy, but I guess copying some of the Discover lands isn’t too bad. Still, this will only produce colorless mana if you get it early and that’s pretty rough
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
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
Caparocti Sunborn
3.5 So, Red-white is good at making map tokens and creature tokens, so the idea here is yo’ull be tapping those. And when you can, Caparocti will feel crazy good, and you’ll be talking about a 2-for-1. The fact it has decent base stats to go alongside that makes me very impressed with this signpost Uncommon
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
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
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
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
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
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
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Seismic Monstrosaur
2.0 This probably isn’t as good as the land cyclers in Blue, Black, and Green, as those are the colors that are best with the graveyard, but Red isn’t completely uninterested in the ‘yard, and the creature you get here isn’t the most inefficient thing either. The ability to throw away lands late when you’re flooding out comes in handy too
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
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
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
Triumphant Chomp
4.0 One mana for two damage is always premium, even at Sorcery speed, and this will often be able to do significantly more than that. Paying one to do 4 with this seems very doable, and that’s just crazy!
Spelunking
1.0 // 2.5 You really need to be playing a Cave for this to feel worth it most of the time, because you're gonna need to gain life to offset the downside of playing something that doesn't impact the board at all. It is kind of passable if you can't, but if you don’t have at least 3 caves, you probably shouldn't play it
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.
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
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.
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.
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
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
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
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
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.
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.
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 3: Dead Weight
Dreadmaw's Ire
3.0 This is a high-quality combat trick. One mana for +2/+2 and trample tends to play quite well on its own when we see it. It helps many a creature efficiently win combat while inflicting some damage on the opponent, and in this case you’ve even got a great shot at destroying a random artifact. It will feel truly busted when you can pull that off, and it also means it has sort of an alternate mode where you turn it into Shatter sometimes when your creature goes unblocked. I can’t imagine you ever cut this trick from any aggressive Red deck, and I think I even want to take it fairly early. This just does so much for one mana
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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.
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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.
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.
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
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
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.
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 4: Tithing Blade
Explorer's Cache
2.0 So the turn you play this, you can immediately put a counter on a creature, and then the next turn you can do it too. How good is that for two mana? Well…not that good, especially at Sorcery speed. But the fact that this keeps getting counters when things with counters die means that it will keep on having counters for you, and there’s enough of a counter theme in Green that this will probably over perform
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
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
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
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
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
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
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
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
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
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
Volatile Fault
0.0 There are many nonbasics in this format, but you still don’t want to run this. Destroying a land and letting your opponent search up any basic and getting it untapped just isn’t worth doing, even with a Treasure token attached.
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
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
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
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
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
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.
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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 2 Pick 6: Dead Weight
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.
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.
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
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
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
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
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
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.
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 7: Grasping Shadows
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
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
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
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
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
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
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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
Glowcap Lantern
1.5 I like exploring repeatedly, but this doesn’t do much to improve the creature up front
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
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
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
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.
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
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
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
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
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
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
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
Spelunking
1.0 // 2.5 You really need to be playing a Cave for this to feel worth it most of the time, because you're gonna need to gain life to offset the downside of playing something that doesn't impact the board at all. It is kind of passable if you can't, but if you don’t have at least 3 caves, you probably shouldn't play it
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.
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
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
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
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 2 Pick 11: Broodrage Mycoid
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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.
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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.
Pack 2 Pick 12: Deathcap Marionette
Explorer's Cache
2.0 So the turn you play this, you can immediately put a counter on a creature, and then the next turn you can do it too. How good is that for two mana? Well…not that good, especially at Sorcery speed. But the fact that this keeps getting counters when things with counters die means that it will keep on having counters for you, and there’s enough of a counter theme in Green that this will probably over perform
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
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
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
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
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Pack 2 Pick 14: Mephitic Draught
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.
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.
Trumpeting Carnosaur
5.0 A 6-mana 7/6 Trampler that discovers 5 is a bomb. It’s going to give you two cards worth of value, and more than 6 mana worth of value too! It is very difficult for your opponent to ever come out ahead, so it’s awesome that you can also discard this for removal earlier in the game when that’s what you need. There are enough ways to get it back from your graveyard in this format that it will give you 3-for-1 potential sometimes too
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.
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
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
Twists and Turns
3.5 Scry 1 before you explore is a big upgrade, and obviously this can help you find the lands you need to transform it, and once transformed it's a great late game mana sink. The fact it explores when it ETBs is awesome too! I don't really think this needs a build around grade, since even on its own it seems playable, provided you're a slowish Green deck. And you're pretty likely to have more explore without even trying too
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
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
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
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.
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.
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
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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
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.
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 2: Visage of Dread
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
Soulcoil Viper
2.5 This has almost passable stats, and an ability with huge upside. Loading your graveyard is quite doable in the format, and I especially like the idea of playing this alongside land cyclers. Basically, the floor is reasonable, and the ceiling is high
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
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.
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Malamet 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
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.
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
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
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
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
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.
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
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 3: Burning Sun Cavalry
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
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
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
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.
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
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.
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
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
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
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.
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
Captain Storm, Cosmium Raider
3.0 This is a great Artifact payoff in a format with lots of artifacts, and she counts herself, so you’ll always have somewhere to put a counter
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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.
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
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
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
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 3 Pick 5: Rampaging Spiketail
Tendril of the Mycotyrant
3.5 This feels fine on turn two, and then in the late game it is an insane mana sink that will add a massive body to the board. It’s tough to beat at that stage
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.
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
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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
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
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
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.
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
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
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
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.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
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.
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
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
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
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
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
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
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
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
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.
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
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
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: Fanatical Offering
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
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
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
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.
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
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
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 9: Panicked Altisaur
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
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
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.
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
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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
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 10: Rampaging Spiketail
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
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
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
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
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
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.
Pack 3 Pick 11: Kaslem's Stonetree
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
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
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
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
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.
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
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Pack 3 Pick 13: Walk with the Ancestors
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
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
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
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