Rogue Class
2.5 The first level of this is pretty terrible. It effectively mills a card when your creatures hit your opponent, and gives you a bit of information. Level two, giving your whole board menace, is pretty nice, and can be a pretty big problem on a lot of board states, but level three is where the real value can be found here, as getting to cast cards you exiled with Rogue Class is going to be quite powerful. The total mana investment is obviously huge, but paying it in installments softens the blow significantly. The card does ask you to have a pretty significant board presence to make it do its thing, and that’s definitely a big limitation
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Purple Worm
3.5 Even if you always paid 7 for this, it would be kind of alright, and it will frequently just be 5 mana. Adding Ward to a card like this really matters too, because the big downside with this kind of creature is that your opponent might be able to kill it for very little mana. Now, there’s still a pretty good chance they can kill it for less than 7, but killing it for less than 5 won’t be a common occurrence! This seems like a nice finisher for Green decks
Feywild Trickster
1.0 // 3.5 How good this card is will be super dependent on the rest of your deck, since a Gray Ogre is just a horrible stat-line these days. The good news is, as long as you get one token out of this you’re probably doing alright, and more than that will be incredibly powerful. Still, while d20s are around in this set, you probably need 5+ cards that involve them for this to do its thing, and for that reason I think I need to give this a build around grade.
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.
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.
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.
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
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.
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.
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.
Vampire Spawn
2.5 This might not quite be Siege Rhino, but it seems pretty nice. A 3-mana 2/3 isn’t where you want to be normally, but the ETB trigger here is pretty real. It is a bit odd that Black doesn’t really care about life gain this time around, but that’s okay. The drain effect here is a total net gain of 4 life – in other words, it creates a gap of 4 life between you and your opponent, and that’s pretty nice in a race. This seems like a solid playable.
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
Dragon's Fire
4.0 Two mana for 3 damage is always premium removal, and this has some pretty relevant dragon upside that can make it an even better removal spell
Pack 1 Pick 2: Red Dragon
Grim Wanderer
2.0 This is a strange card to evaluate. Obviously on the vanilla test it is incredible, but the requirement of a creature needing to die is harder to set up than you might think. It does have Flash, which means that you can more easily find a situation where you can cast it, but keep in mind the kind of Flash it has will almost never allow you to use it to ambush your opponent, because a creature probably won’t die until combat. Still, it isn’t hard to imagine a situation where you and your opponent trade two drops and you play this at the end of their turn, and if you can do that, it will be quite imposing. A 5/3 even in the late game isn’t too bad, and you may be able to double spell because it is so cheap. The big downside is you literally can’t cast it at all if something hasnt’ died. It would be much better even if it cost like 6 or 7 or something as a base cost, and then got reduce dwhen something died, but sometimes this will just be stuck in your hand, or to get it going you have to block in an ugly way or something like that, and that really tempers my expectations here.
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.
Red Dragon
3.0 Like the rest of this cycle, this looks like a nice card. A 6-mana 4/4 Flyer is almost passable, and the fact this does 4 to your opponent is kind of a big deal, as it will really accelerate your clock, and the time times when it allows you to just finish off your opponent will feel especially good. I think you can first pick this in some weaker packs.
Dragon's Fire
4.0 Two mana for 3 damage is always premium removal, and this has some pretty relevant dragon upside that can make it an even better removal spell
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.
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
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.
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.
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.
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.
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.
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.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 1 Pick 3: Hulking Bugbear
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.
Hulking Bugbear
3.0 Any time we see a 3-mana 3/3 with Haste it tends to be a pretty solid aggressive creature, though certainly not the most exciting card ever, but it is definitely efficient!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 4: Vampire Spawn
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
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.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Vampire Spawn
2.5 This might not quite be Siege Rhino, but it seems pretty nice. A 3-mana 2/3 isn’t where you want to be normally, but the ETB trigger here is pretty real. It is a bit odd that Black doesn’t really care about life gain this time around, but that’s okay. The drain effect here is a total net gain of 4 life – in other words, it creates a gap of 4 life between you and your opponent, and that’s pretty nice in a race. This seems like a solid playable.
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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
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.
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.
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 1 Pick 5: Ray of Frost
Ray of Frost
3.0 This whole cycle of color hosers is nice, because they are all perfectly playable cards even if you don’t play against the color they hate on, and when you do play against them, the cards in this cycle will get a massive upgrade, and that’s certainly the case here. The fact this doesn’t tap the creature itself is pretty rough, as you have to wait until your opponent has a tapped creature for it to really do something. The fact it has Flash does make it easier for you to find that window, but if this card didn’t have the Red-hating upside, it would probably just be a 2.5. And, against decks with Red targets for this, it will feel premium
Gretchen Titchwillow
3.5 That stat-line is a passable one for a defensive creature that does something else, and Gretchen definitely does, supplying you with a very powerful mana sink ability that will be a life saver in the late game. The extra land part of the card won’t always matter, since most of the time when you start using this ability you’re probably not going to be in desperate need of more lands, but it could definitely help, especially in UG, which is a ramp color pair as it often is.
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.
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.
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.
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.
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.
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.
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 6: Farideh's Fireball
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.
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.
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.
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.
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.
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
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.
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
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
Pack 1 Pick 7: Swarming Goblins
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.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
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
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.
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.
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.
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.
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.
Pack 1 Pick 8: Farideh's Fireball
Orb of Dragonkind
1.5 There are enough Dragons in this set for this to provide some very real fixing for you, and having the fail case of helping you find a Dragon -- which is presumably one of your better cards -- is pretty nice. I think most Red decks will find themselves with enough dragons to make this a reasonable playable, and sometimes it may even help you to splash an off-color dragon.
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.
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.
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
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.
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.
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.
Pack 1 Pick 9: Feywild Trickster
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Feywild Trickster
1.0 // 3.5 How good this card is will be super dependent on the rest of your deck, since a Gray Ogre is just a horrible stat-line these days. The good news is, as long as you get one token out of this you’re probably doing alright, and more than that will be incredibly powerful. Still, while d20s are around in this set, you probably need 5+ cards that involve them for this to do its thing, and for that reason I think I need to give this a build around grade.
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.
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.
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.
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.
Pack 1 Pick 10: Djinni Windseer
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.
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.
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.
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.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 1 Pick 11: Earth-Cult Elemental
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.
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.
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.
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 1 Pick 12: Inspiring Bard
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
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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 1 Pick 13: Contact Other Plane
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.
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: Armory Veteran
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.
Pack 2 Pick 1: Ray of Frost
Dancing Sword
4.0 So, if this were just 1W for an Equipment that Equipped for one and gave +2/+1, I would already be on board. That’s a great boost for the cost. Obviously, the added bonus that it can become a 2/1 Flyer when that’s something you need more is pretty nice. A +2/+1 boost can eventually get outclassed, especially if you don’t have Evasive creature, so, the sword’s ability to just turn into one will definitely come up, though I think a lot of the time, you might prefer to keep it as an Equipment. Either way, this is a very good card worth a pretty high pick.
Ray of Frost
3.0 This whole cycle of color hosers is nice, because they are all perfectly playable cards even if you don’t play against the color they hate on, and when you do play against them, the cards in this cycle will get a massive upgrade, and that’s certainly the case here. The fact this doesn’t tap the creature itself is pretty rough, as you have to wait until your opponent has a tapped creature for it to really do something. The fact it has Flash does make it easier for you to find that window, but if this card didn’t have the Red-hating upside, it would probably just be a 2.5. And, against decks with Red targets for this, it will feel premium
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!
Red Dragon
3.0 Like the rest of this cycle, this looks like a nice card. A 6-mana 4/4 Flyer is almost passable, and the fact this does 4 to your opponent is kind of a big deal, as it will really accelerate your clock, and the time times when it allows you to just finish off your opponent will feel especially good. I think you can first pick this in some weaker packs.
Delver's Torch
2.0 The cost of playing this and Equipping it is pretty high for only a +1/+1 stat boost. Venturing every time the creature attacks is where the real value is, but as high as I am on Venture, I’m not a huge fan of this card. It doesn’t do a whole lot to help one of your creatures attack that couldn’t already attack before, and I think that’s the big thing you want Equipment to do for you, and +1/+1 isn’t going to do it that often, which won’t feel great for such a high Equip cost. If you already have Evasive creatures or a big creature it could be nice because you can get the Venture going, but yeah, I think this is clunky and overwhelming overall
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.
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.
Celestial Unicorn
3.0 GW is the color pair most interested in gaining life in this format, and this is a very nice Common payoff for that kind of deck. And, it can be pretty solid in other decks too, as it isn’t like GW is the only deck where you’ll be able to gain life. This can get big fast, and has a reasonable starting point as a 3-mana 3/2. It seems like a pretty good Common.
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.
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.
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
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.
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.
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
Pack 2 Pick 2: Scion of Stygia
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!
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.
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
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
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
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.
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
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.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
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.
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.
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.
Pack 2 Pick 3: Djinni Windseer
Loyal Warhound
3.0 A two mana 3/1 with vigilance is a nice baseline, and the fact that this will also ramp for you sometimes is awesome. If you’re on the draw, it won’t really be hard to get that part of the card to trigger, and if you are missing land drops and stuff this guy can really save the day.
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.
Lurking Roper
3.5 You would basically always end up playing a 3-mana ⅘ Wall. That might sound crazy to you, but the main reason Walls tend to not be great in Limited is because most of them can just block things and not damage them. The Roper isn’t just a wall, it is one that will kill almost everything that can attack into it in the early and mid-game. So, even if that’s all this was, I think the first copy would make the cut in most Green decks. So, when you add the bonus that it can attack, you’ve got a better card, and then you have a way to actually untap it too, and it is even better! Even if you can never untap the thing, it is going to be a pretty nice card, and if you can, it will be awesome
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.
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.
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
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.
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.
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
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.
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.
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
Pack 2 Pick 4: Guild Thief
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.
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
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Hoarding Ogre
Orb of Dragonkind
1.5 There are enough Dragons in this set for this to provide some very real fixing for you, and having the fail case of helping you find a Dragon -- which is presumably one of your better cards -- is pretty nice. I think most Red decks will find themselves with enough dragons to make this a reasonable playable, and sometimes it may even help you to splash an off-color dragon.
Ray of Frost
3.0 This whole cycle of color hosers is nice, because they are all perfectly playable cards even if you don’t play against the color they hate on, and when you do play against them, the cards in this cycle will get a massive upgrade, and that’s certainly the case here. The fact this doesn’t tap the creature itself is pretty rough, as you have to wait until your opponent has a tapped creature for it to really do something. The fact it has Flash does make it easier for you to find that window, but if this card didn’t have the Red-hating upside, it would probably just be a 2.5. And, against decks with Red targets for this, it will feel premium
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
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.
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.
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.
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.
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.
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.
Pack 2 Pick 6: Ray of Frost
Orb of Dragonkind
1.5 There are enough Dragons in this set for this to provide some very real fixing for you, and having the fail case of helping you find a Dragon -- which is presumably one of your better cards -- is pretty nice. I think most Red decks will find themselves with enough dragons to make this a reasonable playable, and sometimes it may even help you to splash an off-color dragon.
Ray of Frost
3.0 This whole cycle of color hosers is nice, because they are all perfectly playable cards even if you don’t play against the color they hate on, and when you do play against them, the cards in this cycle will get a massive upgrade, and that’s certainly the case here. The fact this doesn’t tap the creature itself is pretty rough, as you have to wait until your opponent has a tapped creature for it to really do something. The fact it has Flash does make it easier for you to find that window, but if this card didn’t have the Red-hating upside, it would probably just be a 2.5. And, against decks with Red targets for this, it will feel premium
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
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.
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.
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.
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.
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.
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.
Pack 2 Pick 7: Rimeshield Frost Giant
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
Gretchen Titchwillow
3.5 That stat-line is a passable one for a defensive creature that does something else, and Gretchen definitely does, supplying you with a very powerful mana sink ability that will be a life saver in the late game. The extra land part of the card won’t always matter, since most of the time when you start using this ability you’re probably not going to be in desperate need of more lands, but it could definitely help, especially in UG, which is a ramp color pair as it often is.
Drider
3.0 This doesn’t have good base stats, but it does have a good combat damage trigger. Even just getting one Spider out of this will feel great, and it feels like UB is well-equipped with enough ways to make this evasive that it will feel pretty strong when it lines up that way. It won’t always do that though, and sometimes it will just be an inefficient creature.
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
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.
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.
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.
Pack 2 Pick 8: Displacer Beast
Displacer Beast
4.0 This seems quite good for an Uncommon. It has sort of passable stats, especially because it does a whole lot more than just sit around as a 3-mana 3/2! The ETB trigger will be quite nice, as Venturing will give you some very significant value. It isn’t quite Professor of Symbology, but I think the comparison helps illustrate why this card will be good. The fact it can bounce itself back to your hand won’t always come up, but in the late game, it can help you venture through a dungeon all on its own, and that will often be a pretty big deal.
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.
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.
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
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.
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.
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.
Pack 2 Pick 9: Jaded Sell-Sword
Delver's Torch
2.0 The cost of playing this and Equipping it is pretty high for only a +1/+1 stat boost. Venturing every time the creature attacks is where the real value is, but as high as I am on Venture, I’m not a huge fan of this card. It doesn’t do a whole lot to help one of your creatures attack that couldn’t already attack before, and I think that’s the big thing you want Equipment to do for you, and +1/+1 isn’t going to do it that often, which won’t feel great for such a high Equip cost. If you already have Evasive creatures or a big creature it could be nice because you can get the Venture going, but yeah, I think this is clunky and overwhelming overall
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.
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.
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.
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.
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
Pack 2 Pick 10: Shocking Grasp
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.
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
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
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.
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.
Pack 2 Pick 11: You Come to the Gnoll Camp
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.
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.
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.
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.
Pack 2 Pick 12: Silver Raven
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.
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.
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.
Pack 2 Pick 13: Clever Conjurer
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
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.
Pack 2 Pick 14: Sepulcher Ghoul
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.
Pack 3 Pick 1: Evolving Wilds
Forsworn Paladin
4.0 This looks pretty good. First, it provides some nice fixing and ramp since it can churn out treasure, and then it also has an ability that is a pretty potent Treasure payoff. Even without treasure, the ability to pump something +2/+0 would feel pretty good, but if you can give that thing death touch, that’s when things will get really interesting. This is nice too, because one of the things it looks like treasure decks will want is mana sinks, and Forsworn Paladin is nice there as well. On top of all of that, it is a one mana 1/1 with Menace, a creature that can attack fairly effectively in the early game, and which can pump itself with its ability, so if you have the ability to give it death touch, you’ll be taking down two things no matter how your opponent blocks. The whole package makes for quite an impressive one drop.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 3 Pick 2: Djinni Windseer
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
Iron Golem
2.5 This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
Lurking Roper
3.5 You would basically always end up playing a 3-mana ⅘ Wall. That might sound crazy to you, but the main reason Walls tend to not be great in Limited is because most of them can just block things and not damage them. The Roper isn’t just a wall, it is one that will kill almost everything that can attack into it in the early and mid-game. So, even if that’s all this was, I think the first copy would make the cut in most Green decks. So, when you add the bonus that it can attack, you’ve got a better card, and then you have a way to actually untap it too, and it is even better! Even if you can never untap the thing, it is going to be a pretty nice card, and if you can, it will be awesome
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.
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 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.
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.
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
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.
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.
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.
Celestial Unicorn
3.0 GW is the color pair most interested in gaining life in this format, and this is a very nice Common payoff for that kind of deck. And, it can be pretty solid in other decks too, as it isn’t like GW is the only deck where you’ll be able to gain life. This can get big fast, and has a reasonable starting point as a 3-mana 3/2. It seems like a pretty good Common.
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.
Pack 3 Pick 3: Dragon's Fire
Drizzt Do'Urden
5.0 So, a 5-mana 3/3 with Double Strike is almost passable, and this does a heck of a lot more than that! You pay 5-mana for 8/4 worth of stats across two bodies with very real key word abilities. And that would probably be enough for this to be a really good card but then you add the fact that Drizzt gets bigger when creatures with higher power die, and you’re talking about a bomb. Especially because that 4/1 dying will make Drizzt into a 4/4, so there is built in synergy, you don’t have to go hard on really making Drizzt good -- it just will be
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
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
Sudden Insight
2.5 This won’t always be that easy to get going, especially because this set doesn’t really have a big graveyard theme, but in the late game it seems pretty likely to draw you 3+ cards, and obviously it can do even more than that. It does cost 6, and it is utterly terrible until the relatively late game, so it is hard to get overly excited about it, but I think it is a decent draw spell to have a single copy of in your Blue decks.
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.
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
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.
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.
+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.
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.
Dragon's Fire
4.0 Two mana for 3 damage is always premium removal, and this has some pretty relevant dragon upside that can make it an even better removal spell
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 3 Pick 4: Improvised Weaponry
Oswald Fiddlebender
2.0 So, these types of abilities are tough to make work in Limited. They can shine in constructed because you can make your deck so that it can really effectively utilize it, but in Limited, you’ll be dependent on the draft going just the right way for the ability to always be useful, and even then it might not be worth it! The good news is, it has a baseline as a two mana 2/2, and even if you just end up with a 2-mana and 3-mana Artifact in your deck, the ability might actually come up sometimes. This seems like it will get cut a lot, as just a straight up bear isn’t what it used to be, but it does have a decent enough fail case.
Burning Hands
3.5 As we’ve seen with most of this cycle, this is a pretty good card even without the color hosing effect. Normally, two mana to do 2 to something at Instant speed would probably be a 2.5. It isn’t quite premium, just because it can only kill small stuff and not that efficiently. However, I do think adding the huge upside against Green permanents in a big deal, as when you go against a Green deck this will feel like a 4.0!
Blink Dog
1.0 This doesn’t look very good. 3 mana for a 1/1 with Double Strike is rough, and the Phase effect is cool, but also costly. I guess if you have some Equipment he can get interesting, but I think you mostly won’t play this
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.
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.
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.
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.
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.
Improvised Weaponry
3.0 This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
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
Grim Bounty
3.5 This is premium removal. It might be a somewhat expensive Sorcery, but it kills pretty much everything for 4 mana, and even gives you a treasure back, almost making it so it costs three mana with some fixing upside!
Pack 3 Pick 5: Blink Dog
Blink Dog
1.0 This doesn’t look very good. 3 mana for a 1/1 with Double Strike is rough, and the Phase effect is cool, but also costly. I guess if you have some Equipment he can get interesting, but I think you mostly won’t play this
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.
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 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.
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.
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
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.
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.
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.
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.
Pack 3 Pick 6: Wizard Class
Wizard Class
3.0 This is much less buildaroundy than most of the other Classes, and that’s good news, because it will just be nice in any Blue deck, though it does get better the better you are at drawing cards. The level one Enchantment is pretty irrelevant, but drawing two at level two will feel nice, and obviously leveling this up all the way will feel great, as getting a counter every turn is quite nice. It is quite slow, of course, and that holds it back significantly, but I think it looks pretty nice overall.
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.
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.
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.
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.
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
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.
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.
Pack 3 Pick 7: Trickster's Talisman
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
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.
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.
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.
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.
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.
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.
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 8: Eccentric Apprentice
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!
Eccentric Apprentice
4.0 This is another really strong Uncommon for Blue. It starts out as a Wind Drake, and has an ETB venture effect, I think I would pretty much always be playing that card. But then, once you complete a dungeon, it has quite the powerful effect. Turning another creature into a 1/1 Flyer can either help you chip in for more damage, or severely waken an opposing creature. There really seems to be plenty of Venturing in this set, so completing dungeons isn’t going to be crazy far-fetched. You shouldn’t quite count on it just being the case, but the Apprentice will probably be fully upgraded like 20% of the time, and that’s awesome. This is a high pick, and likely one of the best Uncommons in the set.
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.
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.
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
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
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 3 Pick 9: Arcane Investigator
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.
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.
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.
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.
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
Pack 3 Pick 10: Iron Golem
Iron Golem
2.5 This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
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.
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.
Celestial Unicorn
3.0 GW is the color pair most interested in gaining life in this format, and this is a very nice Common payoff for that kind of deck. And, it can be pretty solid in other decks too, as it isn’t like GW is the only deck where you’ll be able to gain life. This can get big fast, and has a reasonable starting point as a 3-mana 3/2. It seems like a pretty good Common.
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.
Pack 3 Pick 11: Inspiring Bard
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
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.
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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 3 Pick 12: Bar the Gate
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.
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.
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 3 Pick 13: You Find the Villains' Lair
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.
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.
Pack 3 Pick 14: Soulknife Spy
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.