Dread Shade
0.0 // 3.5 Like the other cards in this cycle, this sort of wants you to be mono-colored, but that isn’t super doable in this format. If you do get there, this will be one of the better cards in your deck, but don’t force it too hard, as you are usually going to end up giving up more than you gain.
Fungal Plots
1.0 // 3.0 This card is a pretty sweet build around and value engine. It doesn’t work out in every deck, but being able to exile creatures to make Saprolings tends to feel pretty good – the real value, though, comes from being able to sacrifice saprolings to draw cards and gain life. Note that that ability works with ANY saprolings too, not just the ones that Fungal Plots makes, and that’s pretty nice.
Time of Ice
3.0 This tends to play out pretty well, and this is especially true if you are the beatdown. Tapping down a single creature can have a significant impact on a race, so this does something pretty real right off the bat – then, with chapter two, it does it again! Then, Chapter III really discourages your opponent from attacking you at all, and even if they don’t, you get to bounce whatever the last creature you locked down was. This just tends to give you a ton of tempo for a reasonable cost.
Whisper, Blood Liturgist
2.0 It isn’t that easy to set Whisper up in this format – you need to be going wide and you need to have something worth reanimating, and neither of those are guaranteed. You’ll be able to pull it off sometimes, and it is also nice that Whisper can sacrifice itself if need be.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Pegasus Courser
3.5 This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Pack 1 Pick 2: Eviscerate
Karn's Temporal Sundering
0.0 // 4.0 As with all of these Legendary Sorceries, you can’t always play them, as you need a decent number (like 3-4+) of Legendary creatures, and even in this format, that just won’t always happen. However, when you can make it happen, the effect here is very powerful. Time Walk + Bounce is a good deal for six mana, and if you do manage to cast this, it will often win you the game.
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
Memorial to Genius
3.5 Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 1 Pick 3: Stronghold Confessor
Nature's Spiral
1.5 This can be somewhat appealing if you have some significantly powerful permanents, but just spinning your wheels for this kind of card selection can be a bit of liability.
Lingering Phantom
2.5 This has bad stats to be sure – as 6-mana 5/4 isn’t where you want to be, but the fact that you can just get it back all game long for a single B is nice. Sure, you have to have Historic spells to be triggering that consistently, but even just having a few of them around is doable. Now, this does cost 6, and sometimes you just won’t be able to keep casting it, but if that’s true, it is because you have other stuff to do. Lingering Phantom is something you can get back and then cast when you whiff on your draw step.
Memorial to Unity
3.0 This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Rescue
0.5 This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Pack 1 Pick 4: Knight of Grace
Isolated Chapel
3.0 Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Knight of Grace
3.5 This has really good base stats and a useful creature type, and if you are lucky enough to go up against someone who is playing Black, it gets even better.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Pack 1 Pick 5: Caligo Skin-Witch
Diligent Excavator
0.5 There just isn’t a viable mill deck in this format, so this mostly doesn’t do anything.
Memorial to War
2.5 This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Feral Abomination
1.5 This is a kind of okay finisher if you’re desperate for one.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Caligo Skin-Witch
3.0 This is another card with Kicker where neither option is terribly efficient, but it turns out that it doesn’t really matter – the flexibility and late game usefulness make up for that. In this format, people tend to hold on to card a fair bit, so kicking the Skin-Witch ends up hitting two cards way more in this format than in most, and can often just be the kind of thing that shifts the game in your favor.
Bloodtallow Candle
2.0 This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Saproling Migration
3.5 Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Pack 1 Pick 6: Aven Sentry
Howling Golem
1.5 Symmetrical draw isn’t amazing, but you do get to take advantage of the new card before your opponent, which is nice. Howling Golem gets extra points for being an Artifact in this format too.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Short Sword
2.5 It definitely isn’t exciting, but this does give an efficient boost for the cost, and this set has enough Artifact and Equipment synergy around that you’ll play it a decent chunk of the time.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Pack 1 Pick 7: Sergeant-at-Arms
Memorial to Genius
3.5 Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Feral Abomination
1.5 This is a kind of okay finisher if you’re desperate for one.
Pack 1 Pick 8: Cold-Water Snapper
Memorial to Genius
3.5 Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Feral Abomination
1.5 This is a kind of okay finisher if you’re desperate for one.
Pack 1 Pick 9: Deep Freeze
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Pack 1 Pick 10: Dub
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 1 Pick 11: Befuddle
Memorial to Unity
3.0 This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Pack 1 Pick 12: Healing Grace
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Pack 1 Pick 13: Keldon Raider
Memorial to War
2.5 This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Pack 1 Pick 14: Frenzied Rage
Evra, Halcyon Witness
2.5 This is a pretty wacky card. A 6-mana 4/4 with lifelink isn’t very good, but the “exchange life total” effect can sometimes be crazy good. Even if your opponent can block and kill Evra, if you’re able to make its power like 12 or 13, you’re going to end up with a pretty nice net-gain of life. Now, there’s a lot of stuff that’s not so good here. It dies to a ton of removal in this format that costs less than it does, which is rough. Its ability is also quite clunky. In the end, the whole package here is pretty medium. There will be games where it gets dealt with easily and you aren’t in good shape, but you’ll also sometimes take over games with it.
Gaea's Blessing
0.5 This is mostly a cantrip in Limited, and not really an efficient one.
Untamed Kavu
3.5 This is really efficient no matter which mode you use, with the 5-mana 5/5 version obviously being the more attractive one in most scenarios.
Chainer's Torment
2.0 Most of the time, paying 4 mana for this won’t feel worth it. Most of the time, you’ll do some damage and gain some life up to 12 or 14, and then make like a 6/6 that lowers your life back down to 6. It does this all really slowly too, and the fact that you played this on turn four will often mean your life is pretty low, assuming your opponent has also added to the board. Don’t get me wrong, this does win games sometimes, but it seems like it does very little even more often than that.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Blessed Light
3.0 This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Pack 2 Pick 1: Evra, Halcyon Witness
Thran Temporal Gateway
1.0 This is pretty difficult to utilize. Not only do you need historic permanents, you also need historic permanents that are worth cheating into play for 4 mana, and while there certainly are some of those, there aren’t so many that this will be worth it. It will just sit on the table doing nothing way too often.
Memorial to Folly
3.5 I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Shanna, Sisay's Legacy
3.0 Shanna is often just a large vanilla creature which gets a little bit of upside against creature abilities, but you know, two mana for a creature that can potentially get larger is quite good. Of course, the flipside is that she can also shrink at an inopportune time.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
Pack 2 Pick 2: Eviscerate
Thran Temporal Gateway
1.0 This is pretty difficult to utilize. Not only do you need historic permanents, you also need historic permanents that are worth cheating into play for 4 mana, and while there certainly are some of those, there aren’t so many that this will be worth it. It will just sit on the table doing nothing way too often.
Memorial to Folly
3.5 I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Shanna, Sisay's Legacy
3.0 Shanna is often just a large vanilla creature which gets a little bit of upside against creature abilities, but you know, two mana for a creature that can potentially get larger is quite good. Of course, the flipside is that she can also shrink at an inopportune time.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
Pack 2 Pick 3: Whisper, Blood Liturgist
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Sage of Lat-Nam
2.0 The effect here is pretty strong, as cashing in artifacts for cards can be a good deal, but it isn’t always easy to set up.
Divination
2.0 As usual, Divination is fine. It is a 3-mana 2-for-1, and while you don’t want too many cards that don’t add to the board, having one of these is fine in most Blue decks.
Knight of New Benalia
1.5 Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Jousting Lance
2.5 This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Pack 2 Pick 4: Jousting Lance
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Sage of Lat-Nam
2.0 The effect here is pretty strong, as cashing in artifacts for cards can be a good deal, but it isn’t always easy to set up.
Divination
2.0 As usual, Divination is fine. It is a 3-mana 2-for-1, and while you don’t want too many cards that don’t add to the board, having one of these is fine in most Blue decks.
Knight of New Benalia
1.5 Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Jousting Lance
2.5 This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Pack 2 Pick 5: Arvad the Cursed
Time of Ice
3.0 This tends to play out pretty well, and this is especially true if you are the beatdown. Tapping down a single creature can have a significant impact on a race, so this does something pretty real right off the bat – then, with chapter two, it does it again! Then, Chapter III really discourages your opponent from attacking you at all, and even if they don’t, you get to bounce whatever the last creature you locked down was. This just tends to give you a ton of tempo for a reasonable cost.
Arvad the Cursed
3.5 Even if Arvad didn’t pump legendary creatures at all, he would be a card you’d usually run. He can trade with anything and gain you life in the process, and he’s a good creature to pump. There are enough other legendary creatures in this set, too, that Arvad does often end up pumping a few other creatures in your deck too.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Pegasus Courser
3.5 This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Pack 2 Pick 6: Aesthir Glider
Nature's Spiral
1.5 This can be somewhat appealing if you have some significantly powerful permanents, but just spinning your wheels for this kind of card selection can be a bit of liability.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Saproling Migration
3.5 Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Knight of New Benalia
1.5 Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
Pack 2 Pick 7: Mesa Unicorn
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Pack 2 Pick 8: Adamant Will
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Pack 2 Pick 9: Stronghold Confessor
Gaea's Blessing
0.5 This is mostly a cantrip in Limited, and not really an efficient one.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Pack 2 Pick 10: Sparring Construct
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 2 Pick 11: Windgrace Acolyte
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 2 Pick 12: Dub
Sage of Lat-Nam
2.0 The effect here is pretty strong, as cashing in artifacts for cards can be a good deal, but it isn’t always easy to set up.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Pack 2 Pick 13: Benalish Honor Guard
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Pack 2 Pick 14: Pierce the Sky
Sulfur Falls
3.0 Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Elfhame Druid
3.5 This is some pretty nice ramp, especially for spells with Kicker. This format makes sure you usually have something to do with mana as a result of Kicker and lots of activated abilities too, so even in the late game, when a mana dork can be kind of rough to draw, it can be useful. Though it still really shines the most early.
Memorial to Folly
3.5 I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Tiana, Ship's Caretaker
3.0 There are a significant number of Auras and Equipment in this set, but Tiana rarely seems to work out how you want. Now, she’s a 5-mana 3/3 with Flying and First Strike, which is already passable, so it isn’t like the floor here is dismal, and yeah – if you do have any number of Equipment and Auras, she’s going to give you upside sometimes.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Vicious Offering
3.5 Even without Kicker, this has a pretty nice baseline as a two mana instant that gives -2/-2. That’s something you would play most of the time! The kicker upside is great though, as -5/-5 can take down even more stuff. It feels especially good to give up a Saproling with it.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 3 Pick 1: Vicious Offering
Sulfur Falls
3.0 Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Elfhame Druid
3.5 This is some pretty nice ramp, especially for spells with Kicker. This format makes sure you usually have something to do with mana as a result of Kicker and lots of activated abilities too, so even in the late game, when a mana dork can be kind of rough to draw, it can be useful. Though it still really shines the most early.
Memorial to Folly
3.5 I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Tiana, Ship's Caretaker
3.0 There are a significant number of Auras and Equipment in this set, but Tiana rarely seems to work out how you want. Now, she’s a 5-mana 3/3 with Flying and First Strike, which is already passable, so it isn’t like the floor here is dismal, and yeah – if you do have any number of Equipment and Auras, she’s going to give you upside sometimes.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Vicious Offering
3.5 Even without Kicker, this has a pretty nice baseline as a two mana instant that gives -2/-2. That’s something you would play most of the time! The kicker upside is great though, as -5/-5 can take down even more stuff. It feels especially good to give up a Saproling with it.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 3 Pick 2: Blackblade Reforged
Blackblade Reforged
4.0 This format is slow enough that, even without any Legendaries to put this on, you’ll often be able to Equip it late, and the stats boost it gives is massive enough that it makes anything into a threat – especially if it has any evasive abilities. When you can put this on legendaries for only three mana, it will feel particularly busted.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Deathbloom Thallid
3.0 This has solid base stats that makes it easy for it to trade, and then it leaves behind a Saproling – that’s a pretty good deal for three mana.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Rescue
0.5 This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Pack 3 Pick 3: Isolated Chapel
Isolated Chapel
3.0 Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Damping Sphere
0.0 This pretty much does nothing in Limited. Don’t play it.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Rescue
0.5 This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Pack 3 Pick 4: Sergeant-at-Arms
Cabal Stronghold
0.5 Mostly, you can’t play this. You just won’t have enough Swamps. However, if you do find yourself in mono-black, it is obviously quite good.
Skizzik
2.5 This is a nice aggressive creature that can do a bunch of damage out of nowhere. A 4-mana 5/3 with Trample and Haste that has to die at the end step isn’t amazing, but it is something you would play in some aggressive decks. Adding Kicker means that you pay one more mana for it to stick around longer. Now, with only three toughness that doesn’t always mean it will actually get to stick around, as your opponent can likely block and kill it, but Trample makes sure you still get some damage.
Radiating Lightning
1.0 This will often just feel like 4 mana to do 3 to an opponent, and that’s not worth it. Doing 1 damage to opposing creatures will sometimes actually do something, but it will be irrelevant more often than not.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Pack 3 Pick 5: Call the Cavalry
Mox Amber
0.0 You will pretty much never have enough legendary creatures to make this worth playing. 0 mana mana rocks are tempting, I know, but this will effectively be blank way too often, and the upside isn’t worth it.
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Pack 3 Pick 6: D'Avenant Trapper
Howling Golem
1.5 Symmetrical draw isn’t amazing, but you do get to take advantage of the new card before your opponent, which is nice. Howling Golem gets extra points for being an Artifact in this format too.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Pack 3 Pick 7: Blessing of Belzenlok
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Pack 3 Pick 8: Call the Cavalry
Damping Sphere
0.0 This pretty much does nothing in Limited. Don’t play it.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Pack 3 Pick 9: Serra Disciple
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 3 Pick 10: Voltaic Servant
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Rescue
0.5 This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Pack 3 Pick 11: Dub
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Pack 3 Pick 12: Powerstone Shard
Radiating Lightning
1.0 This will often just feel like 4 mana to do 3 to an opponent, and that’s not worth it. Doing 1 damage to opposing creatures will sometimes actually do something, but it will be irrelevant more often than not.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Pack 3 Pick 13: Adamant Will
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Pack 3 Pick 14: Broken Bond
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.