Invoke Calamity
2.5 You’ll get the most value out of this if you’re casting stuff from your graveyard, so it does require at least a little bit of set-up. If you are just casting things from your hand, you aren’t actually gaining cards, you’re getting a discount – and while a discount is nice, getting two whole cards of value out of this will pretty much always be better. Of course, it costs quadruple Red, and by the time you have that kind of mana, your graveyard is pretty likely to be stocked. As with all of these cycles, though, that mana is also a hefty downside in Limited, as getting quadruple of a single color can be tough in your typical 2-color Limited deck. The payoff here is good for sure, but I think the other cards in this cycle give you more for the difficult mana cost. If this was easy to cast, I would probably give it a 3.5, but I think the challenge of casting it makes it a 2.5.
Invigorating Hot Spring
4.0 This definitely has the most interesting design of all of the signpost Uncommons. It also has some pretty awesome art! I think it is probably also the one that is the hardest to gauge. That said, I think it looks pretty good. RG is about modifying stuff, so this gives you a payoff for Modifying your creatures by giving them haste, and it also provides a way for you to modify your creatures, since it can move counters from itself on to creatures. This will also give the creature Haste, obviously enough. It is basically an Enchantment that gives you one +1/+1 counter a turn over four turns – generally, an Enchantment that gives you a counter every turn tends to be pretty powerful, and while this will eventually run out of counters, being able to do it 4 times ia pretty big deal. This format has a fair bit of synergy for Modifications too, in addition to what Invigorating Thermal Springs has to offer, so being able to put a counter on a thing carries some extra weight here.
Michiko's Reign of Truth
3.5 There are enough Artifacts and Enchantments around that Chapter I and II are likely to provide significant buffs – since it counts itself, it will at least give something +1/+1, and that’s not too shabby – sometimes it will do a ton more than that. Once it becomes a creature it might struggle to be large – but probably not, as there are enough artifacts and Enchantments that her being a 2/2 is a pretty likely outcome, and considering your total investment, and how meaningful chapter I and II will usually be, you’re getting a pretty good deal – and sometimes she’ll be massive!
Naomi, Pillar of Order
3.0 I don’t love the stat-line here, but if you can consistently generate 2/2 tokens with it, its going to feel pretty good. That said, a 5-mana 4/4 will frequently be an underwhelming attacker, so counting on it doing its thing more than twice is probably a little too optimistic. Now, this set does have a lot of Equipment and Auras – both things that this card also synergizes with, so maybe it will be a good attacker more often than I think – but it still has the not insignificant set-up cost that demands you have both an artifact and enchantment around in the first place. Which, while doable, does further limit a card that has a pretty ugly floor as a 5-mana 4/4. It is definitely going to generate some serious value in decks that really get there with it, but right now I’m not ultra impressed with this signpost Uncommon.
Covert Technician
2.5 The combat trigger that the Technician has is unfortunately quite narrow. If you aren’t augmenting it in some way, you’ll only be able to put 2 mana or less Artifacts into play with it, and while you’ll probably have some of those in Blue, there aren’t so many that you will consistently be able to actually put something into play with it. Especially if you aren’t drawing extra cards. It is still a 3-mana 2/4 with upside, and being an Artifact And a Ninja is useful too.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Scoured Barrens
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 2: Go-Shintai of Shared Purpose
Go-Shintai of Shared Purpose
3.5 I like that the shrines this time around are creatures, as it is a lot easier to get value of them, and that’s certainly the case here. A 4-mana ⅓ with Vigilance that lets you pay one to make a 1/1 during your end step is a card that I would always be pretty happy with in Limited. Sure, the stat-line isn’t impressive, but cranking out a 1/1 every now and then is pretty nice. If you combine this with some of the other shrines, it is going to get particularly silly. It is probably ideal to wait to play this until you can use its ability in the same turn, that way you got something that added to the board either way. The stat-line does hold it back a bit, but I think this still might be something you take with a pretty high pick.
Essence Capture
2.0 This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
Sky-Blessed Samurai
3.0 Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Skyswimmer Koi
3.0 This has pretty nice stats as a 4-mana 3/3 Flyer, and while its artifact pay off ability isn’t amazing, adding a loot effect to all of your artifacts is definitely relevant upside.
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Patchwork Automaton
3.5 I think this is pretty good. Obviously you need a lot of Artifacts, but there are plenty of those in this format. Ward 2 makes it so it is pretty hard for your opponent to deal with it when it is still small, and as it gets larger there will be fewer things that can deal with it – and generally the tax from Ward 2 will always make it feel a lot less bad when it does die. If this comes down early, it will get huge.
Leech Gauntlet
3.0 A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Prodigy's Prototype
3.5 It isn’t that hard to crew, and it spits out creature tokens that can crew it when it attacks – just in case you were going to have a problem crewing it in the first place. Obviously it synergizes well with other vehicles too.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Kami's Flare
3.5 Two mana to do 3 is always premium, so also doing 2 to the opponent sometimes is pretty nice. This is one of Red’s best Commons.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Eiganjo Exemplar
3.0 It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Thousand-Faced Shadow
4.0 Well, this is very nice. You can play it early as a one mana 1/1 Flyer that helps you set up your other cards with ninjutsu, and then in the later part of the game it can come in with its ninjutsu ability and make a copy of one of your other attacking creatures, something that will virtually always be worth that 4 mana. You do need another attacker of course, but that doesn’t seem like a big ask. Things get really wacky when you return it to your hand via another creature’s ninjutsu, and then you can get its powerful trigger all over again!
Prosperous Thief
3.5 This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
Assassin's Ink
4.0 This is premium removal. Even if you always had to pay 4 mana for it, it would be premium – so the fact that it lets you decrease the cost all the way down to only 2 mana is really nice. It isn’t going to be easily splashable which is a little sad, but its still a great card.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Master's Rebuke
3.0 We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Prosperous Thief
3.5 This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Intercessor's Arrest
3.5 This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Shrine Steward
1.0 // 2.5 This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
Futurist Operative
2.5 This has a pretty neat design! It is a 4-mana ¾ when untapped, and an unblockable 1/1 when tapped. Coming with the ability to untap is pretty nice too! Even if we’re just talking about the Agent, you can choose to untap it after your opponent doesn’t block, which means they take 3 now, and you have a ¾ blocker during their turn. One of the big applications of this card, though, will be setting up your Ninjutsu. It does cost 4, which is certainly pricy to recast, but the fact that you know this will get past blockers means you can really find a nice way to utilize ninjutsu with it. Now, there are some downsides too – if you don’t plan on untapping it, it is incredibly vulnerable, dying to virtually everything in the set. It also only attacks for one, which is pretty dismal for a 4 drop.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 7: Nezumi Prowler
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Swiftwater Cliffs
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 9: Mukotai Ambusher
Invoke Calamity
2.5 You’ll get the most value out of this if you’re casting stuff from your graveyard, so it does require at least a little bit of set-up. If you are just casting things from your hand, you aren’t actually gaining cards, you’re getting a discount – and while a discount is nice, getting two whole cards of value out of this will pretty much always be better. Of course, it costs quadruple Red, and by the time you have that kind of mana, your graveyard is pretty likely to be stocked. As with all of these cycles, though, that mana is also a hefty downside in Limited, as getting quadruple of a single color can be tough in your typical 2-color Limited deck. The payoff here is good for sure, but I think the other cards in this cycle give you more for the difficult mana cost. If this was easy to cast, I would probably give it a 3.5, but I think the challenge of casting it makes it a 2.5.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Scoured Barrens
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 10: Iron Apprentice
Essence Capture
2.0 This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Shrine Steward
1.0 // 2.5 This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Thundering Raiju
4.0 With no other creatures around, this is effectively a 4-mana 4/4 with Haste. It is unfortunate that its ability doesn’t count itself, but the card is pretty good even before that additional upside. Sometimes this will come down and be able to do a significant chunk of damage with the Attack trigger. Putting counters on stuff when it attacks can also really improve your attacks.
Storyweave
2.0 This is a really interesting design. The +1/+1 counter part of it can be a passable combat trick for sure, although the more powerful mode is assuredly the one where you accelerate your Saga and make a larger Enchantment creature. For pretty much every saga in the set, this will immeidatley make it into a creature with those two extra counters, and doing at Instant speed can let you ambush your opponent. Now, that use won’t always be possible – and as always we have to look at what this card will do on average – but I think it will do something nice with one of these modes often enough that it is at least a decent playable.
Twinshot Sniper
4.0 This is very good. Even without Channel, this would be an excellent card, as it will let you add a decent body to the board while taking down an opposing creature. Going after the opponent's face is really nice upside too. But, then you add Channel to the mix, and you make a far more flexible card. I mean, most of the time you’ll want to cast this because of the 2-for-1 potential, but sometimes you’ll have to fire this off as a straight up removal spell for less mana.
Rabbit Battery
3.5 This is an aggressively costed one drop. Raging Goblin normally isn’t a great card in Limited, but this version of the card has a very reasonable Reconfigure cost that both buffs and grants haste, in a lot of ways it will feel like you can pay a reasonable kicker cost to buff and give haste to your creatures in the late game, and because Reconfigure is so cheap, the Rabbit Battery can just keep going…and going…and going on to new creatures.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Moon-Circuit Hacker
3.0 Ninjutsu for one is quite the deal, especially because it will be drawing you a card if you ninjutsu it in. After that, you’ll only get to loot when it hits the opponent, but that’s okay – the initial use of the card will allow you to set up a 2-for-1, and that’s pretty nice. It is sort of a more convoluted Elvish Visionary that comes with an additional power.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Runaway Trash-Bot
1.5 // 3.0 Obviously enough, you need to really get there on a graveyard-centric artifact/enchantment deck or this is going to be a pretty disappointing card. If you do get there, this looks like a pretty reasonable payoff. As long as it is like, a 2/4 you’re going to feel alright, especially because its likely to grow from there.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
Containment Construct
3.0 Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Go-Shintai of Hidden Cruelty
3.0 A 4-mana 2/2 with death touch is not a great statline, but obviously being able to pick off 1 toughness creatures when your opponent has one is definitely going to feel pretty huge, and there will be a decent number of them lying around. Once you get to where you can kill X/2s, though, is where this thing can really get silly. Like the other Shrines in this set, this card is perfectly fine even if its your only shrine, and I’m glad they designed them this way, as opposed to the way we’ve seen them in the past. Because yeah, the fail case of a 4-mana 2/2 that can trade with anything and pick off X/1s is a pretty good floor, while the ceiling is pretty amazing.
Upriser Renegade
3.0 Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Moonsnare Specialist
3.5 This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Jukai Trainee
2.0 They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
Bloodfell Caves
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 4: Twisted Embrace
Oni-Cult Anvil
3.5 Because it can sacrifice itself, it is – at worst, this is a two mana 1/1 token that drains the opponent one life. That’s not exactly exciting, but that’s pretty much the fail case here. This can also be a pretty sweet engine, since you can just keep giving up the same 1/1 every turn to drain the opponent one life, since it allows you to sacrifice tokens, and that’s pretty spicy – it will feel al little bit like getting Cauldron Familiar and Witch’s Oven together – and you have it all on one card! It is obviously a bit slow at what it does, but the engine aspect seems pretty sweet to me.
Go-Shintai of Ancient Wars
3.5 A 3-mana 2/2 with First Strike is already pretty playable, especially in a format with lots of ways to modify creatures, and the fact you get to do some additional damage to the opponent or (more rarely) a planeswalker if you have spare mana lying around is pretty nice. Obviously it gets spicier if you have more Shrines around.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Twisted Embrace
3.5 Wow, this is really good for a Common! 4 mana to kill a creature and give +1/+1 to one of your creature’s is a great deal. Now, the downside here is that your opponent could blow up whatever you target in response, which will be backbreaking, so it is sort of like a Black Fight spell, in the sense that you need to pick your spot carefully – when you do though, it will feel amazing. If you’re worried your opponent will kill your creature, you can also stick it on an artifact. Its also an Enchantment, which this format cares a lot about – this will be premium removal for any deck, but the BW deck can get even more mileage out of it.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
Roaring Earth
4.5 This seems like a very strong Uncommon. This will spit out +1/+1 counters all game long, making your board increasingly problematic for your opponent. Adding Channel to the mix is a pretty serious upgrade too, because drawing this in the late game wouldn’t be all that impressive – but when that’s when you see this, you can just Channel it to make one of your lands a creature, something that is far more impactful in situations where you don’t get this until late. This is worth taking pretty highly, and is a definite candidate for the best Uncommon in the set.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Mukotai Ambusher
2.0 This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Sokenzan Smelter
3.0 This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Orochi Merge-Keeper
3.0 This can accelerate your mana, and when it gets modified it can do it even more quickly! Being able to play your 4 mana cards a turn earlier than your opponent is pretty nice! Mana dorks do of course always have the downside of being pretty mediocre in the later part of the game, but the upside they give you early tends to make them pretty nice.
Shrine Steward
1.0 // 2.5 This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Essence Capture
2.0 This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
Enthusiastic Mechanaut
3.5 This has good stats and a nice keyword for the cost, and reduces the cost of Artifacts. Obviously, that’s what UR is all about in this set, so this will set you up nicely in that deck.
Jukai Trainee
2.0 They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Blossoming Sands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 8: Leech Gauntlet
Towashi Guide-Bot
3.0 This looks pretty nice. A 4-mana 2/1 that puts a counter on a creature is quite good, and obviously there is a fair bit of synergy in this format for artifacts and modifications – including this card, which comes with the pretty nice ability to draw you a card. It is very likely it will only cost you 3 because of the counter it puts somewhere, and I can get behind that cost pretty happily – anything less than that and this will really generate some serious card advantage.
Leech Gauntlet
3.0 A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 9: Kami of Restless Shadows
Storyweave
2.0 This is a really interesting design. The +1/+1 counter part of it can be a passable combat trick for sure, although the more powerful mode is assuredly the one where you accelerate your Saga and make a larger Enchantment creature. For pretty much every saga in the set, this will immeidatley make it into a creature with those two extra counters, and doing at Instant speed can let you ambush your opponent. Now, that use won’t always be possible – and as always we have to look at what this card will do on average – but I think it will do something nice with one of these modes often enough that it is at least a decent playable.
Rabbit Battery
3.5 This is an aggressively costed one drop. Raging Goblin normally isn’t a great card in Limited, but this version of the card has a very reasonable Reconfigure cost that both buffs and grants haste, in a lot of ways it will feel like you can pay a reasonable kicker cost to buff and give haste to your creatures in the late game, and because Reconfigure is so cheap, the Rabbit Battery can just keep going…and going…and going on to new creatures.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Bloodfell Caves
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 12: Oni-Cult Anvil
Oni-Cult Anvil
3.5 Because it can sacrifice itself, it is – at worst, this is a two mana 1/1 token that drains the opponent one life. That’s not exactly exciting, but that’s pretty much the fail case here. This can also be a pretty sweet engine, since you can just keep giving up the same 1/1 every turn to drain the opponent one life, since it allows you to sacrifice tokens, and that’s pretty spicy – it will feel al little bit like getting Cauldron Familiar and Witch’s Oven together – and you have it all on one card! It is obviously a bit slow at what it does, but the engine aspect seems pretty sweet to me.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Pack 3 Pick 1: Intercessor's Arrest
Weaver of Harmony
3.5 An Enchantment creature lord looks to be pretty formidable in this format, and the fact that this can copy Enchantment abilities is pretty sweet, especially when it comes to Sagas. Now, you can’t end up with two copies of the enchantment creature a saga gives you, since they are just on double-faced cards and not tokens, but you can copy other chapters, and do some other wacky things with Enchantments in this set.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
Towashi Guide-Bot
3.0 This looks pretty nice. A 4-mana 2/1 that puts a counter on a creature is quite good, and obviously there is a fair bit of synergy in this format for artifacts and modifications – including this card, which comes with the pretty nice ability to draw you a card. It is very likely it will only cost you 3 because of the counter it puts somewhere, and I can get behind that cost pretty happily – anything less than that and this will really generate some serious card advantage.
Upriser Renegade
3.0 Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Intercessor's Arrest
3.5 This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Tatsunari, Toad Rider
4.5 This 3-mana 3/3 has a ton of upside. If you can manage to cast an Enchantment you’re going to end up with 6/6 worth of stats that is very difficult to block, and that even drains your opponent when you play Enchantments! It is definitely kind of a build around, as it really needs Enchantments to excel, but because it has such a reasonable baseline you can even play this in a deck with only one Enchantment and feel pretty good about it. And..this set has a lot of Enchantments, so getting enough of them in your deck isn’t a very big ask.
Gravelighter
4.0 This is a Wind Drake with some excellent upside. Most of the time, I think you would want to draw a card with it, as a Wind Drake that cantrips is pretty awesome. But, you won’t always be able to set up situations where it does that, and having a symmetrical edict effect as af all back isn’t too bad – and in fact in the earlier part of the game – like when your opponent has one creature – the edict on Gravelighter is probably better than drawing a card anyway. And that’s kind of how this will shake out. It is harder to make something die early to trigger its card draw effect, but that’s okay because the Edict will probably be pretty good in that situation! Whereas, in the mid-to-late game, things are a little more likely to die, and an edict effect is also probably a lot worse, so yeah.
Upriser Renegade
3.0 Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
Flame Discharge
4.0 If you have no modifications, this is a Blaze that can’t hit players – that’s not the most efficient cost ever, but it is removal that can remain relevant all game long. If you throw a modification in, you end up with a much more efficient card, as it can Shock creatures for a single Red, do 3 for two mana, and so forth – so it, still scales, but it becomes more efficient. You’ll have modifications often enough that this definitely ends up as premium removal, especially because the floor is so reasonable.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Thousand-Faced Shadow
4.0 Well, this is very nice. You can play it early as a one mana 1/1 Flyer that helps you set up your other cards with ninjutsu, and then in the later part of the game it can come in with its ninjutsu ability and make a copy of one of your other attacking creatures, something that will virtually always be worth that 4 mana. You do need another attacker of course, but that doesn’t seem like a big ask. Things get really wacky when you return it to your hand via another creature’s ninjutsu, and then you can get its powerful trigger all over again!
Covert Technician
2.5 The combat trigger that the Technician has is unfortunately quite narrow. If you aren’t augmenting it in some way, you’ll only be able to put 2 mana or less Artifacts into play with it, and while you’ll probably have some of those in Blue, there aren’t so many that you will consistently be able to actually put something into play with it. Especially if you aren’t drawing extra cards. It is still a 3-mana 2/4 with upside, and being an Artifact And a Ninja is useful too.
Sokenzan Smelter
3.0 This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Michiko's Reign of Truth
3.5 There are enough Artifacts and Enchantments around that Chapter I and II are likely to provide significant buffs – since it counts itself, it will at least give something +1/+1, and that’s not too shabby – sometimes it will do a ton more than that. Once it becomes a creature it might struggle to be large – but probably not, as there are enough artifacts and Enchantments that her being a 2/2 is a pretty likely outcome, and considering your total investment, and how meaningful chapter I and II will usually be, you’re getting a pretty good deal – and sometimes she’ll be massive!
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Jukai Trainee
2.0 They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
When We Were Young
1.5 This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Silver-Fur Master
4.0 This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
Gloomshrieker
3.5 This is pretty good. It will set you up for a 2-for-1 most of the time, and the fact it has Menace even means it can be a little bit of a problem as an attacker. The one downside here is that sometimes you won’t really want to play this on turn three, because you don’t have a permanent in your graveyard. It is costed as more of an aggressive creature, but most of the time you probably won’t want to play this if you aren’t taking advantage of the ETB. The good news is, most of the time you’ll be able to.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Moon-Circuit Hacker
3.0 Ninjutsu for one is quite the deal, especially because it will be drawing you a card if you ninjutsu it in. After that, you’ll only get to loot when it hits the opponent, but that’s okay – the initial use of the card will allow you to set up a 2-for-1, and that’s pretty nice. It is sort of a more convoluted Elvish Visionary that comes with an additional power.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 6: Befriending the Moths
Oni-Cult Anvil
3.5 Because it can sacrifice itself, it is – at worst, this is a two mana 1/1 token that drains the opponent one life. That’s not exactly exciting, but that’s pretty much the fail case here. This can also be a pretty sweet engine, since you can just keep giving up the same 1/1 every turn to drain the opponent one life, since it allows you to sacrifice tokens, and that’s pretty spicy – it will feel al little bit like getting Cauldron Familiar and Witch’s Oven together – and you have it all on one card! It is obviously a bit slow at what it does, but the engine aspect seems pretty sweet to me.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Skyswimmer Koi
3.0 This has pretty nice stats as a 4-mana 3/3 Flyer, and while its artifact pay off ability isn’t amazing, adding a loot effect to all of your artifacts is definitely relevant upside.
Unforgiving One
3.0 This is quite the modification payoff! Now, if you’ve only got one modified creature, it isn’t going to be able to do a whole lot, but with 2+, your chance of reanimating a creature are pretty reasonable. This has a fine baseline as a 3-mana ⅔ with Menace too, which also makes it easier for you to attack with more than once. It also means that Unforgiving One is also a good creature to modify in the first place, and luckily it counts itself! I do think that it requires enough set up that it isn’t something you take super highly.
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 8: Eiganjo Exemplar
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Eiganjo Exemplar
3.0 It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
Upriser Renegade
3.0 Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Gravelighter
4.0 This is a Wind Drake with some excellent upside. Most of the time, I think you would want to draw a card with it, as a Wind Drake that cantrips is pretty awesome. But, you won’t always be able to set up situations where it does that, and having a symmetrical edict effect as af all back isn’t too bad – and in fact in the earlier part of the game – like when your opponent has one creature – the edict on Gravelighter is probably better than drawing a card anyway. And that’s kind of how this will shake out. It is harder to make something die early to trigger its card draw effect, but that’s okay because the Edict will probably be pretty good in that situation! Whereas, in the mid-to-late game, things are a little more likely to die, and an edict effect is also probably a lot worse, so yeah.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Kami of Restless Shadows
1.0 // 3.0 If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 14: Oni-Cult Anvil
Oni-Cult Anvil
3.5 Because it can sacrifice itself, it is – at worst, this is a two mana 1/1 token that drains the opponent one life. That’s not exactly exciting, but that’s pretty much the fail case here. This can also be a pretty sweet engine, since you can just keep giving up the same 1/1 every turn to drain the opponent one life, since it allows you to sacrifice tokens, and that’s pretty spicy – it will feel al little bit like getting Cauldron Familiar and Witch’s Oven together – and you have it all on one card! It is obviously a bit slow at what it does, but the engine aspect seems pretty sweet to me.
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.