Risona, Asari Commander
3.5 This looks pretty good. Because of Haste, it stands a good chance at getting in and gaining an indestructible counter. And, while that counter might not stick around forever, it is definitely going to be a problem for your opponent while it does.
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.
Imperial Recovery Unit
2.5 In terms of cost and what it takes to crew it it isn’t the most efficient vehicle ever, but it has the ability to return cards to your hand, and there seem to be enough relevant one and two drops around that you’ll pull that often a reasonable chunk of the time. Even just doing it once is plenty.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
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.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 2: Jukai Naturalist
The Long Reach of Night
2.5 I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
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 Naturalist
3.5 A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
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.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
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.
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.
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.
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.
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.
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.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
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.
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.
Historian's Wisdom
2.0 This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
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.
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.
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.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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.
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.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
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.
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.
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 4: Geothermal Kami
Acquisition Octopus
2.5 3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
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.
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.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
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.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
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.
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.
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.
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.
Enormous Energy Blade
1.0 The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
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.
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.
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.
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.
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.
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.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
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.
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.
Enormous Energy Blade
1.0 The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
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.
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.
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.
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.
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.
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.
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.
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.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Historian's Wisdom
2.0 This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
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.
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
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.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
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.
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.
Tranquil Cove
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 8: Tamiyo's Safekeeping
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.
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.
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.
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.
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.
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.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Wind-Scarred Crag
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: Blossoming Sands
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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.
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.
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.
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.
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.
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 1 Pick 10: Regent's Authority
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
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.
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.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 12: Golden-Tail Disciple
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.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
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.
Enormous Energy Blade
1.0 The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
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.
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.
Tranquil Cove
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 1: Jukai Naturalist
Inventive Iteration
4.0 This Saga impacts the board immediately with Chapter I, which is great – because many in this set do not! Bouncing a thing for four mana isn’t a great deal of course, but you get to do it up front before generating some very real value with the next two chapters, both of which give you an entire card’s worth of value. Whether you get an Artifact back or draw a card, chapter II is going to feel pretty good, and chapter III gives you a pretty nice 3/3 Flyer. Now…you probably shouldn’t expect the creature’s ability to do something consistently, but that’s fine, since you have a decent Flyer – and on the occasions when you do limit what your opponent can play, it will feel downright nasty!
Jukai Naturalist
3.5 A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
Dockside Chef
3.0 The BR deck is really about sacrificing stuff, as it often is – and you’ll have plenty of expendable things to sacrifice for value with the Chief, and there are other sacrifice synergies around too! It seems like a one drop that can really net you some serious cards in the mid to late game.
Awakened Awareness
1.0 This is pretty flexible – although it isn’t that good at either thing it does. If you’re looking for removal, you can just pay UU to make an opposing creature into a 1/1. It still keeps all of its abilities, though. If you want to pay more mana, you can use it to make one of your creatures big…but not really that much bigger if your creature is of a reasonable size at all. Yeah, overall, this is either a bad removal spell or an overcosted Aura to pump one of your creatures, and while I value flexibility – neither option here is very appealing.
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.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
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.
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.
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.
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.
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.
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.
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.
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.
Farewell
4.5 This looks quite good. A sweeper that just always blows everything up is generally a bit awkward in Limited, because there are so many situations where it doesn’t really work out the way you want it too. Awkward or not, though, wrath effects do reshape the board in a way basically nothing else can. This comes with the added upside of being a bit more customizable. Like, if your opponent’s creatures happen to mostly be Enchantments and Artifacts, and you don’t lose nearly as much, you can name those two for a much better effect than you would get if you just wiped the whole board. And there are lots of different choices you can make with it that allow you to come out ahead more than you would with a normal wrath effect – AND, in a situation where what you need is a complete reset button, it still has the very real upside of doing that.
Go-Shintai of Lost Wisdom
2.5 This is the least impressive of all the Shrines. Milling is a tough win condition to do consistently in most formats, and that certainly looks to be the case here, and it also isn’t that easy to take advantage of it yourself in this format. So, unless you really get there on Shrines, this won’t do a whole lot for you. The others in this cycle are all pretty nice even if you have 0 other shrines, and that can’t really be said here. That said, it does have some things going for it – namely, that it is a two mana Flyer, which can help you set up Ninjutsu, and it also isn’t a bad place to put Equipment or countrers.
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.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
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.
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.
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.
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.
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.
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.
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.
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.
Heiko Yamazaki, the General
3.0 A 4-mana 3/3 Trampler isn’t a very good rate, but this comes with a nice enough “lone attacker” Samurai/Warrior pay off, as this format has a lot of artifacts. You’ll be able to make use of it often enough for this to make the cut in most Red decks. If you have some other lone attacker payoffs, the fact it has trample will feel pretty good!
Bronze Cudgels
1.5 This has a unique design, but the lack of a boost to toughness and the requirement to pump mana into it is pretty hefty. I can sort of see late game situations where you just have all the mana in the world to use on this, and at that stage of the game its going to be pretty nice, as you can just put in on anything and that creature will have to be blocked. But what about the rest of the game? In the early going, it is pretty close to useless, because you just won’t have enough mana to make it do anything significant. So I have a hard time getting behind this with any enthusiasm. There’s an equipment and an artifact theme in this set that definitely give it some bonus points.
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.
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.
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.
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.
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.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
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.
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.
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.
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.
Eiganjo Uprising
2.5 This is a weird card. It will be good if you can win the game win you cast it, but it will pretty much be a dead card if you can’t. The good news is, Haste + Menace on all of your tokens does stand a pretty reasonable chance at helping you do lethal. If you use it and can’t kill your opponent, it won’t accomplish much, since they get almost as many tokens as you do. You do add one more token than they do, so you do come out ahead, but if you are at parity or behind, casting this is going to feel pretty bad in a lot of situations. It will definitely close out some games, but you have to factor in how mediocre it is in other situations.
Spinning Wheel Kick
3.0 This is a neat take on this type of Green removal. It has a way higher ceiling than most cards like it, but it also has a pretty disappointing floor. You have to pay 4 mana to do the damage to one thing – and at Sorcery speed. That’s something we have gotten pretty regularly for about 3 mana of late and at Instant speed. It not being an Instant matters for sure too, because with this type of spell you have to pick your spots carefully, as a removal spell will utterly blow you out. So yeah, the floor here…not great. However, if you pay 6 for this, and it lets you take down TWO creatures, you’re going to feel pretty awesome, and in the extreme late game it can do even more work than that. I don’t quite think it is premium, though. The baseline is too inefficient and clunky, and the requirements that a card like this already asks you for – that is, having a creature with high power, and your opponent not being able to interact in response – those things it asks for you are already a big enough hurdle.
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!
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.
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.
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.
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.
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.
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.
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.
Mobilizer Mech
3.0 This is cheap to cast and has a fairly reasonable Crew cost, especially because it will essentially crew a second Vehicle, should you have one around. And..you won’t always, in fact about half the time you probably won’t have more than one vehicle, but the times you do this is going to do some pretty silly stuff.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 6: Papercraft Decoy
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.
Awakened Awareness
1.0 This is pretty flexible – although it isn’t that good at either thing it does. If you’re looking for removal, you can just pay UU to make an opposing creature into a 1/1. It still keeps all of its abilities, though. If you want to pay more mana, you can use it to make one of your creatures big…but not really that much bigger if your creature is of a reasonable size at all. Yeah, overall, this is either a bad removal spell or an overcosted Aura to pump one of your creatures, and while I value flexibility – neither option here is very appealing.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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.
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!
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.
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.
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.
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.
Seismic Wave
3.5 mana to do 2 to anything isn’t incredible, but the one damage it does to all non-artifact creatures is quite nice. There are lots of things this card can end up doing. For example, if you do the 2 damage to a non-artifact creature, this will actually end up doing 3 total. You can also use it kill an X/2 and then pick off an X/1 or two. This card will occasionally cause big blowouts against X/1s, and it probably makes non-artifact X/1s in this format a little bit worse than normal. I think in the end, this is premium removal.
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.
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.
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!
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.
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.
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.
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.
Born to Drive
3.0 If this was just an Aura, I wouldn’t be that impressed. Its costly, dependent on your board state, and doesn’t do anything to keep you from getting blown out by removal. I would be likely to give it a 1.5. However, because the card has Channel, which effectively makes it into a reasonable 3-mana spell that makes two 1/1 tokens that are good at crewing vehicles, it is a lot better. In fact, I’d go so far as to say that you’ll probably channel this more than you cast it as a spell! Still, once you have the Channel mode, it is nice that you have the Aura mode as a late-game possibility, because if you time it right on an evasive creature, an Aura like Born to Drive can end the game.
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.
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.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
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.
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.
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.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
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.
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.
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.
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.
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.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
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.
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.
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.
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.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on 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.
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.
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!
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.
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.
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.
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.
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.
Pack 2 Pick 14: Repel the Vile
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.
Reckoner Bankbuster
4.0 The casting cost is great for a 4/4, and the Crew is a little bit high, but it more than makes up for that with its activated ability, which will net you some cards, give you a creature token that can crew it, and even fix your mana a little bit. It may take a few turns to get going, but at times where you don’t have those turns, you’ll probably also just be able to crew it.
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.
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.
Webspinner Cuff
2.5 The usual 3-mana ¼ Reach spider we get tends to be a 1.5 or a 2.0. They aren’t great, but you end up playing them in grindier Green decks. Adding the additional Reconfigure upside here is nice, though not anything special.
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.
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.
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.
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.
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.
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.
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.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
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.
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.
Brilliant Restoration
3.0 This is pretty hard to cast with quadruple white in the cost, but the effect does seem reasonably powerful in the late game, especially because this format has a ton of artifacts and enchantments, including many creatures. So, if you’re reanimating like three permanents with this it will usually feel pretty good, and if you’re doing more than that you are probably going to win the game. But we can’t over looked just how hard it is to get quadruple white mana. Your typical Limited deck is two colors, and there are plenty of games where you never get the quadruple White you need. So, the set up requirement – coupled with the mana requirement – really dings how effective this card can be.
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.
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
The Long Reach of Night
2.5 I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
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.
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.
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.
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
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.
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
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.
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.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Azusa's Many Journeys
2.5 This isn’t that exciting past the early game. You probably won’t be able to play the extra land if you don’t play it on turn two or three. Gaining 3 life doesn’t hurt, and might help you get to the point where this becomes a creature, but I’m not super impressed with the creature in the later game either. That said, in the early game, this has a decent shot at ramping you and then giving you a nice creature for the board a couple of turns later. So yeah, this is a card where the effectiveness will vary wildly depending on what part of the game it is. Early it will be very nice, in the mid-to-late game it won’t be very impressive.
Thirst for Knowledge
3.0 Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
Acquisition Octopus
2.5 3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
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.
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.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
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.
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.
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.
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.
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.
Rugged Highlands
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 4: Careful Cultivation
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.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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!
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.
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.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
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.
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.
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.
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.
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.
Hotshot Mechanic
3.0 So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
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.
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
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
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.
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!
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.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
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.
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.
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 3 Pick 6: Eiganjo, Seat of the Empire
Eiganjo, Seat of the Empire
4.0 Like Boseiju, this is a land that can be a removal spell, and that’s pretty awesome. Sure, its situational, and only does 4 damage, but keep in mind – this is a land that you can draw in the late game and it actually does something, and there’s no downside in running it in place of a Plains because it comes into play untapped.
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.
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
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.
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.
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.
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.
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.
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!
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.
Pack 3 Pick 7: Spirited Companion
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.
Bronzeplate Boar
4.0 Early, this is a 3-mana 3/2 with Trample, a card that would often make the cut anyway – and then later in the game it can give +3/+2 and Trample to something else – that’s the kind of boost that makes virtually any creature into a threat.
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.
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.
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.
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.
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.
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.
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.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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
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.
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.
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.
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.
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 3 Pick 9: Eiganjo Exemplar
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
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.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
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.
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.
Rugged Highlands
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 12: Imperial Oath
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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 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.
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.
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.
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 3 Pick 14: Dragonfly Suit
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.
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.