Flameskull
4.5 This has nice aggressive flying stats to begin with -- if that’s all this was, it would be a very playable card, but the Rejuvenation ability here is big. Either you can just cast Flameskull again and keep pressuring your opponent in the air, or you can cast whatever other card got exiled. I suspect casting Flameskull will be right more often than not, but sometimes he’ll hit something really good that you’ll have to cast -- at which point this is a 3-mana 3/1 with Flying that drew you a card. This set does have a lot of dragons, and that may keep him in check a little bit, but he still seems quite good to me.
Cleric Class
1.5 // 3.5 GW is about gaining life, and this will fit in really well there. Like with most of these, the level 1 Enchantment probably wouldn’t be worth playing, but I think the next two abilities on this one are quite potent. Level 2 gives you an Ajani’s Pridemate effect, which is great if you have some life gain, and Level 3 lets you reanimate a creature and gain some life, which will also mean you put a counter somewhere. The total package here is pretty appealing, but probably still a pretty serious build around. It has a kind of reasonable floor as most decks can take advantage of the reanimation, but it is probably not going to be very good in your typical White deck, and like a B in a GW deck that is good at gaining life
Targ Nar, Demon-Fang Gnoll
3.0 This is the signpost uncommon for RG, a color pair that is all about Pack Tactics. Targ comes with its own Pack Tactics ability, and its one that is pretty nice, though not incredible. However, because he has the ability to double his own power, he can make Pack Tactics happen pretty easily, and him attacking with just a couple of other creatures can be a real problem. Still, right now at least, I think that this signpost Uncommon falls a little bit short of being one you want to take with a super early pick. It doesn’t seem like the kind of card that will take over games often enough.
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Owlbear
3.5 This is reminiscent of Sarulf’s Packmate, and that’s a good Green Common to emulate. This gives you a very real body -- a 4/4 with Trample can be relevant on many board states, but obviously the ETB draw a card effect is what really makes this great. It will be virtually impossible for you not to get a 2-for-1 out of this Bear, and the value it gives you will be great. Sure, costing 5 does mean you can only run so many, unlike the Packmate which had Foretell, making it much easier to jam a bunch of them into your deck, but you should still value that first 1-2 copies pretty highly. There’s a good chance this is Green’s best common
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Pack 1 Pick 2: Reaper's Talisman
Eye of Vecna
3.0 This costs a fair bit of life, but drawing cards is always really nice in Limited, as signifcantly outcarding your opponent usually leads to victory. The fact it draws you a card right away is nice, and then – if you have the life, time, and mana – you can use it to draw more cards later. This might be the most well-positioned in the GW deck, which has the most life gain in the format, but I think it will be pretty good in any deck
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Reaper's Talisman
3.0 This looks like some pretty nice Equipment. One to play and two to equip for Death touch and an “attacks alone” trigger is kind of an okay deal, especially because those two things pair so well together. You often would find yourself rumbling with just a small death toucher anyway, so draining two on top of that will be a very real problem for your opponent. Keep in mind, the creature only has death touch on the attack, so don’t move this to a blocker and expect it to have death touch.
Aberrant Mind Sorcerer
3.5 10-20 is the preferable option, and you have a slightly higher chance of getting that, and 1-9 isn’t too shabby either, as returning a removal spell to the top of your library is some powerful card selection. If you always got the 10-20 effect, it would be a 4.0, and if you always get 1-9, it would probably be a 3.0, so let’s split the difference at 3.5.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Shambling Ghast
2.5 This looks like a nice little one drop to me. It can be a real pain if your opponent has two X/1s in play, since you can make a two-for-one out of your one drop, and those situations will happen. And the good news is, when the -1/-1 part isn’t useful -- and it won’t always be -- you get to make a treasure, which means this little one drop gives you fixing and ramp pretty early on in the game.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
Pack 1 Pick 3: White Dragon
Ingenious Smith
3.0 This set has a decent number of Artifacts in it., so the ETB ability will probably draw you a card like half the time in a typical White deck. The other part of the card, However, does count Treasure, and while Treasure is more concentrated in other colors than White, it is all over the set, so it growing from Treasure is a very real possibility.
White Dragon
4.0 Adding a creature to the battlefield while also hampering your opponent’s side of the table for a full turn cycle is pretty serious, especially when that creature is a 4/4 Flyer! This will just give you all kinds of tempo, and can really swing the game in your favor, which is a great thing for an Uncommon to be capable of. I think this might be the best card in the uncommon dragon cycle.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Hill Giant Herdgorger
2.5 This seems like a fine finisher for Green decks. You’re probably going to hope you have a rare or Uncommon in that slot, but this card is similar enough to Ravenous Lindwurm and Honey Mammoth to make me feel like it has a nice shot. I have a feeling it might not be quite as good as those cards, because this format looks like it is probably going to be faster than Kaldheim, but it looks pretty solid to me
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Soulknife Spy
3.0 Creatures with this combat trigger tend to be pretty nice in Limited, and this one has more reasonable stats than the ones we usually see at lower rarities. Drawing a card is big, and is the kind of thing your opponent will have to account for one way or another, or the extra cards this gets you will help you win the game. It doesn’t hurt that UB has a significant number of ways to make the creature evasive, either! One particularly nasty combo that you’ll see a lot, because the two cards are Common and Uncommon two will be Fly + Soulknife spy.
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
Gnoll Hunter
3.0 This is a fine two drop. It is a bear as a baseline, and it can get bigger if it has enough friends. That’s good enough upside for this to be a nice two-drop for Green decks.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Pack 1 Pick 4: Farideh's Fireball
Flumph
2.0 This has a strange design, but I think overall it seems fine.. Symmetrical card draw kind of just leaves you and your opponent at parity, and in the mean time this can block a whole lot of stuff.
Power of Persuasion
3.0 Rolling 1-9 here isn’t going to feel very good, as you’re just not getting your 3 mana’s worth to bounce something at Sorcery speed, but the good news is that other rolls will give you about what you’d expect -- and that’s a pseudo Time Ebb effect for 10-19, and a temporary mind control for 20. The 10-19 effect actually lets you go 1 for 1 on cards, and obviously the mind control will feel like a 2-for-1. So, yeah the 1-9 might be a bit of a bummer, but hey, at least it interacts with the opposing board and gets something off of it, which will at least give you some tempo.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
Dawnbringer Cleric
2.5 None of these effects are amazing, but the flexibility this card offers is quite nice. Mostly, you’ll gain 2 life with it, which will be okayish -- but when you have an Enchantment to destroy or a key card to remove from your opponent’s graveyard, it will feel especially good. Gaining life also matters some in this set, so there’s some synergy to be had. I think this is a solid playable.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
Pack 1 Pick 5: Yuan-Ti Fang-Blade
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
Power of Persuasion
3.0 Rolling 1-9 here isn’t going to feel very good, as you’re just not getting your 3 mana’s worth to bounce something at Sorcery speed, but the good news is that other rolls will give you about what you’d expect -- and that’s a pseudo Time Ebb effect for 10-19, and a temporary mind control for 20. The 10-19 effect actually lets you go 1 for 1 on cards, and obviously the mind control will feel like a 2-for-1. So, yeah the 1-9 might be a bit of a bummer, but hey, at least it interacts with the opposing board and gets something off of it, which will at least give you some tempo.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Elturgard Ranger
3.0 So, for 5 mana you get a 4/1 and a 2/2 -- in other words 6/3 worth of stats. A 5-mana 6/3 wouldn’t be good, but spread across two bodies this gets pretty interesting, plus a 4/1 with Reach has the kind of size to take down some of the dragons in the set, and that definitely matters. It feels like you’ll be able to get a 2-for-1 out of this a decent chunk of the time, and I think most Green decks will be interested in playing the first copy.
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Pack 1 Pick 6: Minimus Containment
Moon-Blessed Cleric
3.0 This does a pretty good Heliod’s Pilgrim impression. It can’t tutor the card right to your hand, but it lets you get any kind of Enchantment, not an Aura, and it also comes with better stats for the cost, so I think it will end up playing very similarly to the Pilgrim, who tends to be a pretty nice card to have in most limited formats. Obviously you need some Enchantments to really get it going, but that doesn’t seem like a difficult hurdle.
Shambling Ghast
2.5 This looks like a nice little one drop to me. It can be a real pain if your opponent has two X/1s in play, since you can make a two-for-one out of your one drop, and those situations will happen. And the good news is, when the -1/-1 part isn’t useful -- and it won’t always be -- you get to make a treasure, which means this little one drop gives you fixing and ramp pretty early on in the game.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
Pack 1 Pick 7: Precipitous Drop
Cloister Gargoyle
3.0 A 3-mana 0/4 that ventures into the dungeon is probably already a decent card for the format, but this looks to be one of the bigger payoffs for completing dungeons at lower rarities, as it becoming a ¾ Flyer is a pretty big deal -- that kind of size almost always matters on an evasive creature, and it is going to give you value when it ETBs no matter what.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Kick in the Door
2.5 This card reminds me a lot of some of the cards we saw in Strixhaven, which seemed like they didn’t really do that much, but it turned out Learning for one or two mana was good, even if the other effect was negligible, and I think that’s kind of what we’re looking at here. Without Venture, this card would be pretty close to an F. One mana for a counter and Haste and not being able to be blocked by a few creatures just wouldn’t be worth a whole card, but I think with Venture attached you suddenly have a card that will feel sort of like Guiding Voice from Strixhaven. It will make a new creature able to attack right away, or make an old one able to attack thanks to the counter, while also netting you value from Venturing.
Precipitous Drop
3.5 I think I would play this most of the time even without the “completed dungeon” bonus. The Aura + Venture is going to be good enough for that, and then the completed dungeon bonus makes this far more potent. One nice thing about this card is that you can stick it on a creature and then get the bonus later once you complete a dungeon, at which point it slikely to just kill whatever it is. I think this gets into the lower range of premium.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
You See a Guard Approach
1.0 Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Pack 1 Pick 8: +2 Mace
Trickster's Talisman
3.0 This gives a decent stats boost for the cost, and the option to give up the Talisman to copy a creature is going to be pretty busted sometimes
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Pack 1 Pick 9: Barrowin of Clan Undurr
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Pack 1 Pick 10: Paladin's Shield
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
Pack 1 Pick 11: Planar Ally
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Pack 1 Pick 12: Gloom Stalker
Power of Persuasion
3.0 Rolling 1-9 here isn’t going to feel very good, as you’re just not getting your 3 mana’s worth to bounce something at Sorcery speed, but the good news is that other rolls will give you about what you’d expect -- and that’s a pseudo Time Ebb effect for 10-19, and a temporary mind control for 20. The 10-19 effect actually lets you go 1 for 1 on cards, and obviously the mind control will feel like a 2-for-1. So, yeah the 1-9 might be a bit of a bummer, but hey, at least it interacts with the opposing board and gets something off of it, which will at least give you some tempo.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Pack 1 Pick 13: Power of Persuasion
Power of Persuasion
3.0 Rolling 1-9 here isn’t going to feel very good, as you’re just not getting your 3 mana’s worth to bounce something at Sorcery speed, but the good news is that other rolls will give you about what you’d expect -- and that’s a pseudo Time Ebb effect for 10-19, and a temporary mind control for 20. The 10-19 effect actually lets you go 1 for 1 on cards, and obviously the mind control will feel like a 2-for-1. So, yeah the 1-9 might be a bit of a bummer, but hey, at least it interacts with the opposing board and gets something off of it, which will at least give you some tempo.
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Pack 1 Pick 14: Baleful Beholder
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Pack 2 Pick 1: Triumphant Adventurer
Triumphant Adventurer
3.5 This guy is definitely small, but the combination of death touch + First Strike when it attacks is going to be pretty great, especially because he ventures for you every single time it attacks, and that will get you through a dungeon in a hurry. Even if your opponent does take it down in combat, they will have to give up at least one thing, and sometimes your opponent will be able to double block and kill it, but you’re still getting a good deal. Backing it up with combat tricks will be nasty too, because obviously First Strike + Death Touch + 2 or more power means you can take down both blockers and keep the Adventurer alive. He does die to pretty much everything, but his ability to venture repeatedly is too good to pass up
Battle Cry Goblin
3.0 On its own, this is a two mana 2/2 that can pump its power and can Haste for 1R, which is usually a pretty decent card in Limited. The Pack Tactics effect here isn’t the most impressive, but adding another body to the board that can have its power pumped can sometimes matter, and obviously, if you end up with a lot of Goblins -- and there are lots of Goblins in this set -- this gets even better.
Bag of Holding
2.5 This was a predictable reprint, given the theme of this set. Last time we saw it, it was a Rare, and it was a pretty decent card. Having a card that just lets you sink mana into it to loot is itself a nice thing to have around, and the fact that you can actually eventually get the stuff back that you put on the Bag is nice upside, though it won’t come up that often. It still doesn’t have a real board presence, so it isn’t nearly as good as a creature who can loot for you
Trelasarra, Moon Dancer
3.5 This is a very powerful life gain payoff for the GW deck. If you’ve ever played with Ajani’s Pridemate, you know what I’m talking about! And this trigger is even better than that one! Adding Scry can help you find more ways to gain life too, to keep the party going. This is going to be a high pick, even as a multi-colored card
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Valor Singer
3.0 This type of effect tends to be a bit better than it looks. I mean, on his own he is effectively a 3-mana 3/3 in most cases, and you’ll often have other creatures on which you can use the ability that might have more of an impact. At the very least, this seems like a solid playable.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 2 Pick 2: Dwarfhold Champion
Hunter's Mark
3.5 Even without the upside against Blue decks, Hunter’s Mark would be a very good removal spell for Green. Instant speed punch is great, especially when it comes with the additional upside of sometimes only costing a single mana! This is premium removal.
Druid Class
2.0 I’m not very impressed with this. Gaining a life for every land isn’t worth a card, and while this does level up, neither of the things it levels up into are that good. Playing more than one land a turn is pretty hard to take advantage of after the very early game, because you just won’t have extra lands, and if you do -- you’re probably flooding! Level three is where you finally get something that is worth a whole card in Limited, but you paid a total of 10 mana to get there, and the final product is just a big vanilla creature. Yes, the fact you pay installments does matter, but overall, I think you’ll end up cutting Druid Class a significant chunk of the time.
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
Dwarfhold Champion
2.5 A two mana 3/1 tends to be a reasonable baseline for aggro decks, and this comes with some decent additional upside. Gaining toughness when you equip it will feel pretty nice, as obviously a 3/1 is pretty vulnerable
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Mordenkainen's Polymorph
1.0 This kind of card always looks really cool, and that’s because it is easy to think of situations where it does something. But, even though there are several of them -- like making a creature big enough to block something it couldn’t before, or shrinking an opposing creature, or doing 4 lethal damage int he air, or saving a creature from damage-based removal -- even with all of those possibilities, you’d be surprised how infrequently a situation emerges where this will actually do something. We’ve seen a ton of cards like this over the years, and they always significantly underperform. I can’t see that changing here.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 2 Pick 3: Hoard Robber
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
You Meet in a Tavern
3.0 Both options on this can be quite powerful. Sometimes you really need to find yourself a couple of creatures in the top part of your deck, and other times pumping the whole board is great. This is a rather clunky Sorcery, but both modes can be great in the right situation
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Soulknife Spy
3.0 Creatures with this combat trigger tend to be pretty nice in Limited, and this one has more reasonable stats than the ones we usually see at lower rarities. Drawing a card is big, and is the kind of thing your opponent will have to account for one way or another, or the extra cards this gets you will help you win the game. It doesn’t hurt that UB has a significant number of ways to make the creature evasive, either! One particularly nasty combo that you’ll see a lot, because the two cards are Common and Uncommon two will be Fly + Soulknife spy.
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 4: Krydle of Baldur's Gate
Treasure Vault
2.5 I think this land is probably worth running in most decks despite only producing colorless mana at first. It really overcomes most of its shortcomings by being able to make treasure. In the end, it probably doesn’t really hurt your mana base, since you can always give it up for Treasure, and in the later part of the game you might be able to make some really silly amount of treasure, which might be nice if you have a mana sink of some kind
Krydle of Baldur's Gate
4.0 This seems like a really great signpost Uncommon. UB seems to be about doing combat damage to an opponent and getting triggers out of it, and Krydle definitely showcases how great that can be. His combat damage trigger is pretty awesome -- it allows him to do 2 damage at a time, while gaining you life and allowing you to improve your draws. Even if he couldn’t make himself and OTHER creatures unblockable, Krydle would be really good -- but he CAN do that, and in the late game he can just produce lethal damage out of nowhere
Shessra, Death's Whisper
3.0 This is a pretty sweet card. The idea is, you play her and force an opposing creature to block one of your creatures, ideally, killing that creature and keeping yours alive. Then, at the end of the turn you can pay 2 life to draw a card if that happened. Obviously, it doesn’t have to line up perfectly for her to draw you cards and stuff -- it can happen on any turn, but what I described is sort of the ideal scenario. The problem I see, though, is that the ETB trigger won’t matter a decent chunk of the time, so setting up that first draw is definitely not a foregone conclusion. She also has really bad stats for the cost. Still, in most games she’s likely to draw you a few cards, but I can’t help but think she’s a bit more underwhelming than the other signpost legendaries
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
Price of Loyalty
1.0 // 2.5 Even with the Treasure upside, this probably won’t be worth it for most decks. Threaten effects aren’t amazing in most formats, since they tend to do very little except in two situations. One of these is that you’re able to kill your opponent when you do it, and the other is that you have some sacrifice outlets that make it easy to turn the effect into a removal spell that gives you some value. However, this does look like it might be worth playing in the Black-Red deck, as there is one red Sacrifice effect at Uncommon, two black sacrifice effects at Common, and one at Uncommon, so setting up the sacrifice is actually going to be doable there, making the card a solid playable in a deck that gets its hands on some of those effects.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Pixie Guide
2.0 This has a reasonable floor. Two mana ⅓ flyers tend to be sort of acceptable in Limited, and the upsider here is pretty alright too. UR especially will be able to take advantage of the effect, but most decks that are at least part Blue will probably have 2-3 cards that involve a d20, so it will come up some. This isn’t especially close to good, though it isn’t bad either.
Pack 2 Pick 5: Guild Thief
Check for Traps
2.0 This kind of discard spell is usually worth playing in Limited. The fact it can hit anything is a pretty big deal, and means it has utility pretty much all game long. The additional instant/flash upside can even matter a little bit!
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
Goblin Javelineer
1.5 This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play it.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Soulknife Spy
3.0 Creatures with this combat trigger tend to be pretty nice in Limited, and this one has more reasonable stats than the ones we usually see at lower rarities. Drawing a card is big, and is the kind of thing your opponent will have to account for one way or another, or the extra cards this gets you will help you win the game. It doesn’t hurt that UB has a significant number of ways to make the creature evasive, either! One particularly nasty combo that you’ll see a lot, because the two cards are Common and Uncommon two will be Fly + Soulknife spy.
Underdark Basilisk
2.5 It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 6: Thieves' Tools
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
Djinni Windseer
3.5 I was already pretty sold on a 4-mana 3/3 Flyer, so adding the d20 effect is just gravy. Even just Scrying 1 with this will feel like you’re getting nice value, and sometimes it will do more than that. The set also has some d20 payoffs, especially in UR, making it marginally better than that. It isn’t the most exciting card, but it is a pretty darn good Common.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Dawnbringer Cleric
2.5 None of these effects are amazing, but the flexibility this card offers is quite nice. Mostly, you’ll gain 2 life with it, which will be okayish -- but when you have an Enchantment to destroy or a key card to remove from your opponent’s graveyard, it will feel especially good. Gaining life also matters some in this set, so there’s some synergy to be had. I think this is a solid playable.
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Pack 2 Pick 7: Paladin's Shield
Divine Smite
2.5 Phasing something out just isn’t that good. It is sort of like bouncing a creature, except it is worse in the sense that your opponent doesn’t have to pay mana again to get their creature back. It will just come back on its own. In that sense, it is more like tapping a creature down for one turn. You also can’t use it on your own creature to save it from removal or something like that, you can only target the opponent’s stuff. Still, it does a kind of reasonable thing against all creatures or planeswalkers, and will be insane against people playing Black. I think that if this was just the phasing side of it, it wouldn’t be very good. So, this one might be better to start in your sideboard, which I don’t think is true of the rest of this cycle. Still, you’ll run into people playing Black often enough that I think this is a solid playable.
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
You See a Guard Approach
1.0 Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Hoarding Ogre
2.0 This has Hill Giant stats and a serviceable attack trigger. Because it makes treasure, you can really count this creature as fixing, and that’s typically a valuable thing to have in Limited, plus this set has some nice treasure payoffs.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Pack 2 Pick 8: +2 Mace
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Pack 2 Pick 9: Ranger's Hawk
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 2 Pick 10: Deadly Dispute
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 2 Pick 11: Leather Armor
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 12: Treasure Vault
Treasure Vault
2.5 I think this land is probably worth running in most decks despite only producing colorless mana at first. It really overcomes most of its shortcomings by being able to make treasure. In the end, it probably doesn’t really hurt your mana base, since you can always give it up for Treasure, and in the later part of the game you might be able to make some really silly amount of treasure, which might be nice if you have a mana sink of some kind
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Pack 2 Pick 13: Fates' Reversal
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 14: Earth-Cult Elemental
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Pack 3 Pick 1: Demilich
Demilich
1.5 // 4.0 This guy looks primed to be insane in multiple constructed formats, but I don’t think it will be that good in Limited. . You can’t really count on casting a bunch of spells in a turn to make the casting cost more manageable. Unless you’re mono-blue, you’ll probably need to cast at least two spells ahead of this to be able to cast it reliably. Obviously, the attack trigger is nice, but it also requires you to have some mana to actually cast the spell that you copy since it says “Cast it,” so you don’t just stick the spell on the stack like effects that just say “Copy target spell.” Now, casting that spell is pretty nice, as it is effectively an extra card in your hand, and a 4/3 will often at least trade in combat, so you get a 2-for-1. And lastly, the ability to come back from the graveyard is also going to be pretty rough. So overall, unless you’re Mono-Blue – and a super spell heavy Mono-Blue -, you probably won’t be able to play this card, and I wouldn’t recommend going hardcore mono-Blue just for one copy of this. You just won’t be casting 4 spells in a turn and playing this for Free in Limited, and you’ll be lucky to get it down to UU even. So, in the end, I guess this deserves a build around grade, because it is obviously insanely powerful in a deck that gets there on spells.
Wandering Troubadour
4.0 While this isn’t quite Landfall - Venture into a dungeon, it is a close approximation of that, and that seems pretty awesome. You have to wait to venture until the end of your turn, so if your opponent can kill the Bard after you play the land you won’t get to Venture, so keep that in mind when you play with and against this, but the fact that this can venture for you if you’re hitting land drops is pretty awesome. A 4-mana 4/2 isnt’ exactly a world beater, but it is the kind of stat-line that does trade pretty well with bigger creatures, so that’s nice too. I think this is going to be something you take pretty highly
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
Swarming Goblins
3.0 This seems like a pretty nice 5-drop. The worst case is 5 mana for a 4/3 and a 1/1, and that’s a pretty passable card -- if you get two tokens out of this it is going to feel well worth the investment, and obviously on the rare occasions you hit 20 you’ll feel like you’re robbing the bank.
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
Elturgard Ranger
3.0 So, for 5 mana you get a 4/1 and a 2/2 -- in other words 6/3 worth of stats. A 5-mana 6/3 wouldn’t be good, but spread across two bodies this gets pretty interesting, plus a 4/1 with Reach has the kind of size to take down some of the dragons in the set, and that definitely matters. It feels like you’ll be able to get a 2-for-1 out of this a decent chunk of the time, and I think most Green decks will be interested in playing the first copy.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
Jaded Sell-Sword
3.0 A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Pack 3 Pick 2: Gelatinous Cube
Gelatinous Cube
4.5 A 4-mana 4/3 that exiles an opposing creature is excellent. And sure, if your opponent kills the Cube they’re going to get back the creature -- but, given enough time you can “dissolve” that creature, which will make it so they won’t get it back. Even without that Dissolve effect, this is basically Ravenous Chupacabra, and with it, it is way better. I think this gets in the lower range of “bomb” territory.
Blue Dragon
3.5 That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Arborea Pegasus
3.0 This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Clever Conjurer
2.5 This ability only being Sorcery speed is a bummer, but it is still a pretty useful one to have on a 3-mana ⅔. Notably, it can untap lands for you, helping you ramp. And that’s probably the way you’ll use it the most. This seems like a solid playable.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Pack 3 Pick 3: Skullport Merchant
Wizard's Spellbook
4.0 This thing is slow, but boy -- it is going to win you the game if you get to use it even twice. Any of the rolls are pretty darn good. 1-9 lets you Flashback a spell, 10-19 lets you cast it for 1, and 20 is going to let you cast it and whatever other spells you’ve exiled with it for free. This does cost 7, but if you play it when you have 8, you can at least take a crack at copying a spell that first turn. Sometimes you won’t be able to do that and that will feel kind of rough -- paying 7 for something that doesn’t actually effect the board right away. But luckily the ability costs 0, so thereafter, you’ll be able to use it to great effect for the remainder of the game. It is still hard to get over how slow this is, and this format doesn’t exactly appear to be a slow one, but I am pretty high on this card to start the format.
Skullport Merchant
3.0 So, this is a Black Sailor of Means with upside, and that’s a really good place to start. Tacking on fixing and ramp to a creature like this just ends up feeling really great. Sometimes you won’t really want the treasure, so its great that he can cash them in for cards, as well as creatures!
Death-Priest of Myrkul
4.0 This card really feels like a Rare, and that’s always a good sign for an Uncommon! Sure, he has some ugly stats for the cost, but everything else going on here is great. There are enough creatures with those types in Black in this set that it will be pumping 3-5 of the creatures in your deck, and sometimes more, but the real value comes from the ability to make 1/1 Skeletons, which, if the Deathpriest is in play, will of course be 2/2 skeletons! You won’t always be able to trigger that effortlessly, but it will happen often enough for the Deathpriest to be a very real problem for your opponent, and the great thing is, after you make that first one, you’re going to be getting value even if they do find removal for it!
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Scion of Stygia
3.0 If you know me, you know I’m a pretty big fan of Blue creatures with bounce or tap down effects, and this is a distinctly D & D version of it, but it seems pretty good to me. The nice thing about it is, even if you roll 1-9 with it, you’re getting reasonable value out of a 3-mana 2/1, and the tap down might prevent an attack or enable a better one for you. Then, when you hit 10-20, which is slightly more likely, you’re going to feel like you’ve got an amazing deal. Basically, 1-9 this will feel like a 2.0, and 11-20 will feel like a 3.5. I think that means it gets a 3.0
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
Pack 3 Pick 4: Planar Ally
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Dawnbringer Cleric
2.5 None of these effects are amazing, but the flexibility this card offers is quite nice. Mostly, you’ll gain 2 life with it, which will be okayish -- but when you have an Enchantment to destroy or a key card to remove from your opponent’s graveyard, it will feel especially good. Gaining life also matters some in this set, so there’s some synergy to be had. I think this is a solid playable.
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
Pack 3 Pick 5: Thieves' Tools
True Polymorph
1.0 This is pretty expensive, but it can really reshape the board in a big way. You can use it to make an opposing creature into the weakest creature on the table, or you can make one of yours a copy of the best creature. You can do it at Instant speed too, which means in some cases this can turn into a removal spell of sorts. This kind of spell is always more narrow than it looks though. You have to be significantly upgrading or downgrading a creature for the massive mana cost to be worth it, and you’ll find yourself staring at boards pretty often where this just won’t do the thing you want it to do. I feel like this is both too narrow and too expensive to be something you want to play most of the time.
Divine Smite
2.5 Phasing something out just isn’t that good. It is sort of like bouncing a creature, except it is worse in the sense that your opponent doesn’t have to pay mana again to get their creature back. It will just come back on its own. In that sense, it is more like tapping a creature down for one turn. You also can’t use it on your own creature to save it from removal or something like that, you can only target the opponent’s stuff. Still, it does a kind of reasonable thing against all creatures or planeswalkers, and will be insane against people playing Black. I think that if this was just the phasing side of it, it wouldn’t be very good. So, this one might be better to start in your sideboard, which I don’t think is true of the rest of this cycle. Still, you’ll run into people playing Black often enough that I think this is a solid playable.
White Dragon
4.0 Adding a creature to the battlefield while also hampering your opponent’s side of the table for a full turn cycle is pretty serious, especially when that creature is a 4/4 Flyer! This will just give you all kinds of tempo, and can really swing the game in your favor, which is a great thing for an Uncommon to be capable of. I think this might be the best card in the uncommon dragon cycle.
Choose Your Weapon
2.5 Both options here are super underwhelming, and will only be useful and efficient in some very specific situations. But, like with all of these cards, putting two situational effects together really does make for a significantly better card, as the situations where you can use that card are drastically increased, even with a card that has two incredibly situational options. Sometimes you’ll find yourself doing lethal with “Two-Weapon Fighting” and sometimes you’ll find yourself killing an opposing Flyer fairly efficiently. I think that makes this a solid card.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Scion of Stygia
3.0 If you know me, you know I’m a pretty big fan of Blue creatures with bounce or tap down effects, and this is a distinctly D & D version of it, but it seems pretty good to me. The nice thing about it is, even if you roll 1-9 with it, you’re getting reasonable value out of a 3-mana 2/1, and the tap down might prevent an attack or enable a better one for you. Then, when you hit 10-20, which is slightly more likely, you’re going to feel like you’ve got an amazing deal. Basically, 1-9 this will feel like a 2.0, and 11-20 will feel like a 3.5. I think that means it gets a 3.0
Armory Veteran
2.5 This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 3 Pick 6: Veteran Dungeoneer
Bag of Holding
2.5 This was a predictable reprint, given the theme of this set. Last time we saw it, it was a Rare, and it was a pretty decent card. Having a card that just lets you sink mana into it to loot is itself a nice thing to have around, and the fact that you can actually eventually get the stuff back that you put on the Bag is nice upside, though it won’t come up that often. It still doesn’t have a real board presence, so it isn’t nearly as good as a creature who can loot for you
Critical Hit
1.0 Two mana for double strike alone isn’t the most impressive trick. The creature you use it on generally already has to be fairly impressive for it to be worthwhile, and it won’t even always allow you to win combat if your creature isn’t big enough. It is easy to imagine using this on your 6/6 Trampler, and that will happen sometimes, but you have to think of all the situations where the effect is negligible, which will be the majority of the time. The whole “natural 20” thing is cute, but won’t happen often enough for that to factor into the grade much.
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
Price of Loyalty
1.0 // 2.5 Even with the Treasure upside, this probably won’t be worth it for most decks. Threaten effects aren’t amazing in most formats, since they tend to do very little except in two situations. One of these is that you’re able to kill your opponent when you do it, and the other is that you have some sacrifice outlets that make it easy to turn the effect into a removal spell that gives you some value. However, this does look like it might be worth playing in the Black-Red deck, as there is one red Sacrifice effect at Uncommon, two black sacrifice effects at Common, and one at Uncommon, so setting up the sacrifice is actually going to be doable there, making the card a solid playable in a deck that gets its hands on some of those effects.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Pack 3 Pick 7: Planar Ally
Black Dragon
3.5 This is expensive, but it will have a huge impact on the board when you play it. It will virtually always be able to kill something of your opponent’s, and trust me -- playing a 4/4 Flyer and subtracting from your opponent’s side of the board is pretty game-changing. It won’t always let you take down their biggest, baddest creature, but this card will still swing games in your favor pretty effectively. It is a very impressive Uncommon. If this format ends up being really fast, it might slip a little bit, but for now I think it is pretty great.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Dwarfhold Champion
2.5 A two mana 3/1 tends to be a reasonable baseline for aggro decks, and this comes with some decent additional upside. Gaining toughness when you equip it will feel pretty nice, as obviously a 3/1 is pretty vulnerable
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
Pack 3 Pick 8: Priest of Ancient Lore
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
Shessra, Death's Whisper
3.0 This is a pretty sweet card. The idea is, you play her and force an opposing creature to block one of your creatures, ideally, killing that creature and keeping yours alive. Then, at the end of the turn you can pay 2 life to draw a card if that happened. Obviously, it doesn’t have to line up perfectly for her to draw you cards and stuff -- it can happen on any turn, but what I described is sort of the ideal scenario. The problem I see, though, is that the ETB trigger won’t matter a decent chunk of the time, so setting up that first draw is definitely not a foregone conclusion. She also has really bad stats for the cost. Still, in most games she’s likely to draw you a few cards, but I can’t help but think she’s a bit more underwhelming than the other signpost legendaries
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Shambling Ghast
2.5 This looks like a nice little one drop to me. It can be a real pain if your opponent has two X/1s in play, since you can make a two-for-one out of your one drop, and those situations will happen. And the good news is, when the -1/-1 part isn’t useful -- and it won’t always be -- you get to make a treasure, which means this little one drop gives you fixing and ramp pretty early on in the game.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Pack 3 Pick 9: Veteran Dungeoneer
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Jaded Sell-Sword
3.0 A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
Pack 3 Pick 10: Spiked Pit Trap
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Arborea Pegasus
3.0 This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Pack 3 Pick 11: Hired Hexblade
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Pack 3 Pick 12: Thieves' Tools
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 3 Pick 13: Half-Elf Monk
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Pack 3 Pick 14: You're Ambushed on the Road
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.