Kwende, Pride of Femeref
2.0 A 4-mana 2/2 with Double Strike isn’t a complete disaster, and this does upgrade a few other cards. Unfortunately, there aren’t very many First Strikers in this set.
Hidetsugu and Kairi
5.0 A 5-mana 5/4 Flyer is a huge problem for your opponent – but this also basically casts Brainstorm up front, giving you serious value. And the death trigger can sometimes be quite potent too, especially if you set up your deck using the ETB trigger.
Astral Wingspan
3.0 Auras can be really dangerous to use when they don’t give you some sort of value like that, because if your opponent can deal with the creature you put it on, you just got 2-for-1’d and there’s a good chance you’re going to lose. Now, you still have to be careful about when you use this, since they can still respond by removing the creature you target, but as long as you pick the right spot, this is going to feel pretty nice. +2/+2 and Flying is a boost that makes almost any creature into a problem, and Convoke makes casting this even easier.
Invasion of Dominaria
3.0 Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Oracle of Tragedy
2.5 The loot ETB will be useful the most often, but it doesn’t hurt to have the other option. Either way, this isn’t much more than filler.
Nezumi Freewheeler
4.0 A 4-mana 3/3 Menace isn’t amazing, but this can also give you a bit of graveyard value. Getting cards in the opponent’s graveyard has some upside to it in Black in this format too. This can also transform the turn after you play it into a very exciting creature that can take advantage of the graveyard quite effectively.
Elvish Vatkeeper
3.5 A three mana 3/3 that makes an Incubator is sweet – if you have five mana available you can just do it all, and pay 5 for a 3/3 and a 2/2, which is a nice deal! The other ability is fairly expensive, but if you have the mana to sink into it, it certainly makes your Incubator a lot scarier.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Deadly Derision
3.5 We’ve seen this card at Sorcery speed before, and it was pretty good. As an Instant, it gets significantly better! This is easily premium removal, and pretty much a lock to be one of Black’s best Commons, if not the best.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Invasion of Moag
4.0 The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
Mirror-Shield Hoplite
3.5 Red/White is a Backup Aggro deck, so doubling Backup abilities is massively powerful, especially when attached to a creature with solid stats
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
Blightreaper Thallid
3.5 You get a 2/2 upfront, and then on the next turn you have the option of making this a 3/3 and getting a 1/1. That’s a pretty nice thing to have around if you don’t have anything to do with three mana, and at some point you’re certainly going to have the time to transform this. It isn’t the most massive upgrade ever, but you do end up getting two Saprolings and a 3/3 in the long run.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Final Flourish
3.0 This is a nice removal spell. The base card is probably a C, but the kicker upside here is massive. As we’ve seen, Black has good sacrifice outlets and lots of other good reasons to sacrifice creatures, so this card will be right at home in that type of deck. That said, this will probably only be capable of -2/-2 a little too often to be an amazing removal spell.
Firja, Judge of Valor
3.5 This has decent base stats, and it will net you cards sometimes. It even loads your graveyard if you’re interested in that.
Halo Forager
3.5 UB is a mill deck in this format – interested both in self-mill and milling the opponent and getting value out of it, so that does mean having cards in your graveyard for this is pretty likely. A three mana 3/1 flyer is already passable, and the fact that you can cast an instant or Sorcery from either graveyard is a pretty big deal. You won’t always have the mana to do that, and the graveyard’s won’t always be stocked even in Blue-Black, but even just getting a one mana spell out of it is going to feel amazing, and it sort of scales the longer the game goes.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Sculpted Perfection
3.0 BW is a Phyrexia Tribal deck, with special focus on the Incubator tokens. Most creatures in Black and White are Phyrexians in the set, so this ends up feeling like an anthem a decent chunk of the time – and one that brings a creature along for the ride, even if that creature is kind of inefficient
Aetherblade Agent
3.0 A two mana 1/1 with deathtouch is a little bit below rate, but it does trade for anything, and the creature this can become late is a big problem for your opponent.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Invasion of Pyrulea
3.0 Two mana for a Scry 3 that is likely to draw you a card isn’t a terrible rate, and while this doesn’t directly help you add to the board, it is a passable rate. If you find yourself in a situation where you can attack the Invasion, you’re going to get yourself a very impressive creature too, especially because UG is the color pair the most interested in transformed creatures, so there’s lots of synergy there.
Tandem Takedown
3.5 An Instant speed effect that has your creature damage an opponent’s creature is usually a very nice card and this simultaneously gets around two downsides this kind of card often has. First, because you get to use two of your creatures, you will be able to take down even very large creatures with two smaller ones. Second, because it uses two creatures, you can set it up so that you don’t get 2-for-1’d if your opponent can interact in response. Add in the fact that this can also damage battles and you have an amazing removal spell that is quite easily premium.
Phyrexian Gargantua
3.0 This is a nice reprint. It is basically two Phyrexian Ragers! It has the potential be a three-for-one, and the trade off is playing something below-rate that also hurts you a little bit. Still, the first copy of this seems like a solid inclusion.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Valduk, Keeper of the Flame
1.5 // 3.0 I don’t think every Red deck will automatically have the things it needs for this to spit out a Spark elemental every turn, and its pretty bad when you’re not doing that.
Shivan Branch-Burner
3.0 You probably need to paying 5 or less actual mana for this to really feel like you’re getting there. Luckily, that’s quite doable! And getting this down even easier than that isn’t impossible either.
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Invasion of Kylem
2.5 The base effect on this card generally isn’t worth the four mana it asks you for. However, because this also comes into play and has to be defended, it synergizes quite well with itself. +2/+0 and Vigilance on two creatures will allow you to attack this fairly effectively right away on many boards. In other words, there will definitely be turns where this costs 4-mana to give +2/+0, vigilance, and haste to two creatures, and then you also get those two really powerful 3/2 tokens on the same turn. Yeah, that’s an insane card. Now, we do have to take into account the situations where this doesn’t do much, and the fact this doesn’t do something permanent to the board does mean sometimes this will do stone nothing.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Invasion of Mercadia
3.5 This is basically Tormenting Voice with a bunch of upside, and that certainly seems solid. Once transformed, you get a creature that is pretty insane, as churning out elementals, buffing your board and giving it haste is amazing.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 9: Eyes of Gitaxias
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Nezumi Freewheeler
4.0 A 4-mana 3/3 Menace isn’t amazing, but this can also give you a bit of graveyard value. Getting cards in the opponent’s graveyard has some upside to it in Black in this format too. This can also transform the turn after you play it into a very exciting creature that can take advantage of the graveyard quite effectively.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Rona, Sheoldred's Faithful
3.0 Adding some incidental life loss to your spells can be nice, and Blue/Black in this format mills itself enough that her recursive ability matters too.
Ozolith, the Shattered Spire
4.5 This format has a ton of +1/+1 counters in it, so this is going to be giving you a ton of extra value – especially because it can put counters on things all on its own! It also cycles, so if you’re in a situation where you can’t do much with this, it is nice that you can throw it away and try again.
Gnottvold Hermit
4.0 A 4-mana 4/4 is a pretty solid rate, and this can transform into a creature that can drastically upgrade another attacker every time it gets in there.
Invasion of Regatha
3.5 Doing some direct damage with this is pretty nice, and it will feel really good when you can also pick off a small creature and/or defeat a Battle. As with most of these, the creature when you transform this is pretty amazing.
Xerex Strobe-Knight
4.0 This has an excellent baseline as a Vigilance Wind Drake, and you’ll be able to spit a token out with it often enough for this to deliver some impressive value.
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
Heliod, the Radiant Dawn
4.5 For the front side to be worth it on its own, you’re going to need to have some Enchantments in your graveyard, and that is not a foregone conclusion. The good news is, any deck is going to be able to transform Heliod, which basically makes it a 4-mana 4/4 with big upside – which makes for a great card! Giving all your spells Flash and making them cost at least 1 less during your opponent’s turn is incredible!
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Phyrexian Censor
2.5 This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Invasion of Lorwyn
3.5 The front side of this is a removal spell that will kill almost everything, and when it transforms it is a creature that is all but guaranteed to be the biggest thing on the field. Six mana is a lot, but the fact this is removal is great, since it also means you’ve got a good chance to attack the Battle right away.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Tranquil Cove
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 3: Halo Forager
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Corruption of Towashi
1.0 // 3.5 This looks like a very strong payoff for transforming things, and it comes with a built-in way to draw you that first card. On its own, that makes this a 7-mana 4/4 that draws you a card. That isn’t…amazing, but it is a passable baseline! Plus, as with all of these, you pay in installments and it offers some extra upside. That said, if you aren’t in a deck that really got there on transforming creatures, this probably isn’t very good.
Kami of Whispered Hopes
3.5 This being a three mana 1/1 is a big liability. It dies to basically everything, and the tempo hit can be rough. That said, it does come with some strong abilities! Giving things extra counters and ramping mana is great, and if you are putting counters on it, it will get quite large and produce lots of mana.
Invasion of Ulgrotha
3.5 5 mana to do 3 to anything and gain 3 is already playable, so like most of the Battles this has a decent enough baseline. Keep in mind this can even hit other battles! If you transform this, you end up a fairly imposing creature, though on some boards she won’t exactly feel insane.
Halo Forager
3.5 UB is a mill deck in this format – interested both in self-mill and milling the opponent and getting value out of it, so that does mean having cards in your graveyard for this is pretty likely. A three mana 3/1 flyer is already passable, and the fact that you can cast an instant or Sorcery from either graveyard is a pretty big deal. You won’t always have the mana to do that, and the graveyard’s won’t always be stocked even in Blue-Black, but even just getting a one mana spell out of it is going to feel amazing, and it sort of scales the longer the game goes.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Pack 2 Pick 4: Nezumi Informant
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Elvish Vatkeeper
3.5 A three mana 3/3 that makes an Incubator is sweet – if you have five mana available you can just do it all, and pay 5 for a 3/3 and a 2/2, which is a nice deal! The other ability is fairly expensive, but if you have the mana to sink into it, it certainly makes your Incubator a lot scarier.
Elspeth's Smite
3.5 This offers a pretty amazing rate, and even shuts down death triggers and other graveyard shenanigans. It is situational of course, but I think the efficiency makes up for that enough for this to sneak into “premium removal” range.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Rugged Highlands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 5: Unseal the Necropolis
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Streetwise Negotiator
3.0 If you put the counter on the Negotiator, you basically have a two mana 3/3 – something that I’m happy to play, so the additional upside is awesome.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Cosmic Hunger
3.5 We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Pack 2 Pick 6: Vanquish the Weak
Raff, Weatherlight Stalwart
4.0 This was powerful last time we saw it, and it will be here too. Blue/White isn’t as into spells this time around, but you will have spells and this gives you the option to draw extra cards off of them, while also having a powerful mass pump effect that really alters the game when you get there.
Mirror-Shield Hoplite
3.5 Red/White is a Backup Aggro deck, so doubling Backup abilities is massively powerful, especially when attached to a creature with solid stats
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Pack 2 Pick 7: Negate
Ravenous Sailback
2.0 A 5-mana ¾ with Haste is…not exactly good – it is probably a 1.0 at best. If your opponent has a target for the other mode this can do some work. Problem is there will be enough boards where this is just an inefficient creature with no good targets.
Herbology Instructor
3.5 A two mana ⅓ that gains 3 on ETB is usually a 2.5, so the fact this has late game upside that turns it into a 3/3 that will kill something is pretty nice.
Overgrown Pest
1.5 Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Pack 2 Pick 8: Furtive Analyst
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Pack 2 Pick 9: Ichor Drinker
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Pack 2 Pick 11: Ichor Shade
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Pack 2 Pick 12: Zhalfirin Shapecraft
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Pack 2 Pick 13: Mirrodin Avenged
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Pack 2 Pick 14: Render Inert
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Pack 2 Pick 15: Fertilid's Favor
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Pack 3 Pick 1: Sheoldred
Firesong and Sunspeaker
2.5 This gets nice with damaging spells, and there are of course many of those in Red – and even one in White in this set. Gaining life off of all of that is pretty powerful.
Sheoldred
5.0 This has great base stats, and while her ETB isn’t great in the later stages of the game, it certainly subtracts from your opponent’s board in some way or another. Like with the rest of these, transforming this isn’t exactly easy, but by the late game it is pretty likely you’ll be able to turn her into a Saga, and you may get it done even earlier if you’re playing Blue-Black -- and once this is a Saga, it is going to be pretty hard for you to lose.
Storm the Seedcore
3.0 Granting a big stats boost to a few creatures, and giving all creatures Vigilance and Trample seems like a nice deal. This lets you really upgrade your board without sacrificing the ability to block on the following turn, and that can really help turn a race around. As usual, this type of card has the downside of being very mediocre if you don’t have a well-developed board, but even then the fail case isn’t the worst.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Astral Wingspan
3.0 Auras can be really dangerous to use when they don’t give you some sort of value like that, because if your opponent can deal with the creature you put it on, you just got 2-for-1’d and there’s a good chance you’re going to lose. Now, you still have to be careful about when you use this, since they can still respond by removing the creature you target, but as long as you pick the right spot, this is going to feel pretty nice. +2/+2 and Flying is a boost that makes almost any creature into a problem, and Convoke makes casting this even easier.
Collective Nightmare
4.0 This is a great deal whichever way you cast it. Without Convoke this would be good. With it, its great.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
Fynn, the Fangbearer
2.0 Even if you have 0 other death touch creatures in your deck, Fynn being a one mana 1/3 with Deathtouch is already acceptable, there are also a few other deathtouchers at lower rarities in the set, including two Commons. That said, you probably shouldn’t really count on poisoning someone out with this, especially because the larger set doesn’t have much in the way of poison.
Invasion of Moag
4.0 The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
Elspeth's Smite
3.5 This offers a pretty amazing rate, and even shuts down death triggers and other graveyard shenanigans. It is situational of course, but I think the efficiency makes up for that enough for this to sneak into “premium removal” range.
Collective Nightmare
4.0 This is a great deal whichever way you cast it. Without Convoke this would be good. With it, its great.
Aetherblade Agent
3.0 A two mana 1/1 with deathtouch is a little bit below rate, but it does trade for anything, and the creature this can become late is a big problem for your opponent.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Invasion of Ergamon
3.5 Two mana to make a treasure and loot isn’t the most amazing thing, and I’m a little less into all the Battles that don’t actually help you attack the Battle inherently. Now, this can sort of help in that regard by giving you more mana to cast creatures and helping you find more things that attack, but it is still a little too indirect to be great. Still, once you can transform this it becomes amazing, finding you another Battle or a land while having a very relevant body
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Tymaret, Chosen from Death
2.5 Hating on graveyards has some real value in this format, especially against Blue/Black decks, and Theros is basically always going to have a decent stat-line and bring some incidental life gain along for the ride.
Corruption of Towashi
1.0 // 3.5 This looks like a very strong payoff for transforming things, and it comes with a built-in way to draw you that first card. On its own, that makes this a 7-mana 4/4 that draws you a card. That isn’t…amazing, but it is a passable baseline! Plus, as with all of these, you pay in installments and it offers some extra upside. That said, if you aren’t in a deck that really got there on transforming creatures, this probably isn’t very good.
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Invasion of Mercadia
3.5 This is basically Tormenting Voice with a bunch of upside, and that certainly seems solid. Once transformed, you get a creature that is pretty insane, as churning out elementals, buffing your board and giving it haste is amazing.
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Pack 3 Pick 7: Dreg Recycler
Zada, Hedron Grinder
1.5 // 3.5 Zada is really sweet if you are a deck that uses combat tricks and goes wide because using a combat trick on every one of your creatures look insane, and that does look like something many Red decks will do in the format. That said, the base level thing you get here is a Hill Giant, and this is probably another one that needs a build around.
Storm the Seedcore
3.0 Granting a big stats boost to a few creatures, and giving all creatures Vigilance and Trample seems like a nice deal. This lets you really upgrade your board without sacrificing the ability to block on the following turn, and that can really help turn a race around. As usual, this type of card has the downside of being very mediocre if you don’t have a well-developed board, but even then the fail case isn’t the worst.
Invasion of Ulgrotha
3.5 5 mana to do 3 to anything and gain 3 is already playable, so like most of the Battles this has a decent enough baseline. Keep in mind this can even hit other battles! If you transform this, you end up a fairly imposing creature, though on some boards she won’t exactly feel insane.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Pack 3 Pick 8: Blightreaper Thallid
Blightreaper Thallid
3.5 You get a 2/2 upfront, and then on the next turn you have the option of making this a 3/3 and getting a 1/1. That’s a pretty nice thing to have around if you don’t have anything to do with three mana, and at some point you’re certainly going to have the time to transform this. It isn’t the most massive upgrade ever, but you do end up getting two Saprolings and a 3/3 in the long run.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Pack 3 Pick 15: Burning Sun's Fury
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.