Siege-Gang Commander
4.5 5 mana for a 2/2 and three 1/1s is already something I would sign up for, but what really pushes the Commander into bomb range is his ability to turn Goblins into damage. If you’re allowed to untap after playing the commander, you probably have 6 mana, which will give you the ability to do 2 three times. You won’t always want to do that, but it will often be the right play, as that really lets you reshape the board. And, if the ability isn’t useful, it probably means you’ll be attacking with the Goblins anyway.
Time of Ice
3.0 This tends to play out pretty well, and this is especially true if you are the beatdown. Tapping down a single creature can have a significant impact on a race, so this does something pretty real right off the bat – then, with chapter two, it does it again! Then, Chapter III really discourages your opponent from attacking you at all, and even if they don’t, you get to bounce whatever the last creature you locked down was. This just tends to give you a ton of tempo for a reasonable cost.
Memorial to Unity
3.0 This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Hallar, the Firefletcher
3.5 Hallar starts with a nice baseline, and then gets progressively larger as the game goes on, while also doing extra damage to your opponent. Even if you only have like 5 cards with Kicker, Hallar is going to feel pretty good.
Vicious Offering
3.5 Even without Kicker, this has a pretty nice baseline as a two mana instant that gives -2/-2. That’s something you would play most of the time! The kicker upside is great though, as -5/-5 can take down even more stuff. It feels especially good to give up a Saproling with it.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Academy Journeymage
3.5 Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
Pack 1 Pick 2: Seal Away
Tiana, Ship's Caretaker
3.0 There are a significant number of Auras and Equipment in this set, but Tiana rarely seems to work out how you want. Now, she’s a 5-mana 3/3 with Flying and First Strike, which is already passable, so it isn’t like the floor here is dismal, and yeah – if you do have any number of Equipment and Auras, she’s going to give you upside sometimes.
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Pack 1 Pick 3: Raff Capashen, Ship's Mage
Spore Swarm
3.0 Three saprolings at Instant speed for 4 isn’t too shabby, especially in a set that can pay you off significantly for them.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Caligo Skin-Witch
3.0 This is another card with Kicker where neither option is terribly efficient, but it turns out that it doesn’t really matter – the flexibility and late game usefulness make up for that. In this format, people tend to hold on to card a fair bit, so kicking the Skin-Witch ends up hitting two cards way more in this format than in most, and can often just be the kind of thing that shifts the game in your favor.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
Pack 1 Pick 4: Blink of an Eye
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Pack 1 Pick 5: Seal Away
Song of Freyalise
4.0 This thing ends up doing way more than you might think (certainly more than I thought when first reviewing the set). If you can get just two creatures in play ahead of casting this, it ends up being an absolute beating for your opponent. Chapter I and II give you both fixing and extra mana, which will of course allow you to add more creatures to the board, and then chapter III comes along and gives you what amounts to a free attack – your whole board gets permanently larger and gain vigilance and indestructible until end of turn, which means you don’t have to worry about the crack back, or any of your creatures dying in combat. It does take that bit of set up – but if you’re playing a deck with a normal number of creatures, it is very doable.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Radiating Lightning
1.0 This will often just feel like 4 mana to do 3 to an opponent, and that’s not worth it. Doing 1 damage to opposing creatures will sometimes actually do something, but it will be irrelevant more often than not.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Pack 1 Pick 6: Skittering Surveyor
Spore Swarm
3.0 Three saprolings at Instant speed for 4 isn’t too shabby, especially in a set that can pay you off significantly for them.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Caligo Skin-Witch
3.0 This is another card with Kicker where neither option is terribly efficient, but it turns out that it doesn’t really matter – the flexibility and late game usefulness make up for that. In this format, people tend to hold on to card a fair bit, so kicking the Skin-Witch ends up hitting two cards way more in this format than in most, and can often just be the kind of thing that shifts the game in your favor.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Pack 1 Pick 7: Pegasus Courser
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Baloth Gorger
3.5 This is a very good common, as playing it as a 4-mana 4/4 feels pretty good, and then in the late game it has the added utility of being an 8-mana 7/7, which, while not efficient – is not upside to have on an already efficient creature.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Pegasus Courser
3.5 This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Pack 1 Pick 8: Tolarian Scholar
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Baloth Gorger
3.5 This is a very good common, as playing it as a 4-mana 4/4 feels pretty good, and then in the late game it has the added utility of being an 8-mana 7/7, which, while not efficient – is not upside to have on an already efficient creature.
Pack 1 Pick 9: Academy Journeymage
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Academy Journeymage
3.5 Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
Pack 1 Pick 10: D'Avenant Trapper
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Pack 1 Pick 11: Ghitu Lavarunner
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
Pack 1 Pick 12: Warlord's Fury
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Pack 1 Pick 13: Charge
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Pack 1 Pick 14: Benalish Honor Guard
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Pack 2 Pick 1: Academy Journeymage
The Mending of Dominaria
2.5 This is slow, but if you have the time, it gives you a ton of value. You end up with at least a 2-for-1 in most cases, and then you will also get a significant mana boost from Chapter III. Even getting up to 10 or so mana is big in this format because of all the kicker, so that ability is better than it looks.
Untamed Kavu
3.5 This is really efficient no matter which mode you use, with the 5-mana 5/5 version obviously being the more attractive one in most scenarios.
Amaranthine Wall
1.0 Even with all of the artifact/historic payoffs in this format, Amaranthine Wall is pretty bad. It just blocks, and a 4 mana card that does that isn’t really something you’re going to want most of the time.
Grunn, the Lonely King
3.0 Grunn is a 6-mana 5/5, and that’s not very good, but the fact that he becomes a 10/10 when he attacks is pretty nice, that’s not something to easily contend with. If you can kick him, he gets even bigger. This format does have some efficient removal that can make Grunn feel bad sometimes, but he does represent a very real threat.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Academy Journeymage
3.5 Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Saproling Migration
3.5 Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 2 Pick 2: Cloudreader Sphinx
Phyrexian Scriptures
5.0 This is crazy good! Chapter I isn’t going to be incredible at first, but it sets up Chapter II really well, and that’s where the value is. This will frequently be a Wrath that lets you keep one creature while blowing up all of your opponents, and then Chapter III exiles the graveyard for good measure.
Orcish Vandal
1.5 If you have Artifacts, being able to hurl them at your opponent’s dome and creatures feels pretty good, but this format doesn’t have so many that doing that is really easy.
Arvad the Cursed
3.5 Even if Arvad didn’t pump legendary creatures at all, he would be a card you’d usually run. He can trade with anything and gain you life in the process, and he’s a good creature to pump. There are enough other legendary creatures in this set, too, that Arvad does often end up pumping a few other creatures in your deck too.
Sorcerer's Wand
1.0 Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Pardic Wanderer
1.5 This is something you’ll play in decks that have ways to recur Artifacts, as a 6-mana 5/5 with Trample that you can bring back is pretty nice.
Llanowar Elves
3.0 Magic’s classic mana dork is back, and it is once again pretty good. If you play it on turn one, the boost it gives you will often be game-winning. That is of course balanced by the fact that if you draw it light, it is a pretty big dud, but still – that early game upside makes it pretty good.
Feral Abomination
1.5 This is a kind of okay finisher if you’re desperate for one.
Pack 2 Pick 3: Memorial to Glory
Kazarov, Sengir Pureblood
4.0 Obviously you have to BR to fully take advantage of this, but if you are, he is pretty amazing. The big downside here are the mediocre stats for the cost – he is pretty easy to kill. However, if you are allowed to untap with him in play, you usually win, as you start picking off creatures and making Karazov bigger, which will quickly allow you to win the game.
Warcry Phoenix
2.0 This isn’t efficient, but it is nice that it can keep coming back when you attack with enough creatures, and that kind of persistence can be pretty great.
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Pack 2 Pick 4: Kwende, Pride of Femeref
Thallid Soothsayer
2.5 Cashing in creatures for cards is nice on a late of board states, especially if you have a bunch of Saprolings.
Kwende, Pride of Femeref
2.5 A 4-mana 2/2 with Double Strike is sort of passable, and upgrading all of your First Strikers to double strikers is pretty nice. Now, a lot of the time that part of the card won’t matter, but it does have a reasonable baseline and a nice ceiling.
Thorn Elemental
2.0 This isn’t the worst thing to ramp into or have at the top of your curve, it is nice that you can just make the 7 damage hit your opponent no matter what, and that does really discourage little chump blocks and the like.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Pack 2 Pick 5: Blessed Light
Board the Weatherlight
0.5 This is almost unplayable. Even with all of the historic stuff in this set, you’ll find yourself whiffing with this way too often for it to be worth it. And, even when it does its thing, it just draws you one card. If you end up with a deck with a ton of Historics, including some bombs, you can sometimes play it, but you mostly won’t.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Blessed Light
3.0 This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Pack 2 Pick 6: Kwende, Pride of Femeref
Kwende, Pride of Femeref
2.5 A 4-mana 2/2 with Double Strike is sort of passable, and upgrading all of your First Strikers to double strikers is pretty nice. Now, a lot of the time that part of the card won’t matter, but it does have a reasonable baseline and a nice ceiling.
Sanctum Spirit
2.0 It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Pack 2 Pick 7: Cold-Water Snapper
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Pack 2 Pick 8: Jousting Lance
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Short Sword
2.5 It definitely isn’t exciting, but this does give an efficient boost for the cost, and this set has enough Artifact and Equipment synergy around that you’ll play it a decent chunk of the time.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Jousting Lance
2.5 This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 2 Pick 10: Sergeant-at-Arms
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Feral Abomination
1.5 This is a kind of okay finisher if you’re desperate for one.
Pack 2 Pick 11: Charge
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
Pack 2 Pick 12: Dub
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Pack 2 Pick 13: Board the Weatherlight
Board the Weatherlight
0.5 This is almost unplayable. Even with all of the historic stuff in this set, you’ll find yourself whiffing with this way too often for it to be worth it. And, even when it does its thing, it just draws you one card. If you end up with a deck with a ton of Historics, including some bombs, you can sometimes play it, but you mostly won’t.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Pack 2 Pick 14: Sanctum Spirit
Sanctum Spirit
2.0 It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
Pack 3 Pick 1: Seal Away
Jodah, Archmage Eternal
3.0 Jodah is mostly just a fairly hard to cast 4-mana 4/3 with Flying, which isn’t bad, but the other part of the card just won’t come up in Limited because your mana won’t be good enough.
Goblin Barrage
2.5 This certainly isn’t premium removal, 4 mana for 4 damage at Sorcery speed really never is. The Kicker here is nice, and you’ll sometimes pull that off, at which point it certainly will feel better. Doing 4 to the opponent too is pretty nice! You’ll find yourself unwilling or unable to kick it a decent chunk of the time, though.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Memorial to War
2.5 This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Blessed Light
3.0 This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Pack 3 Pick 2: Seal Away
The Flame of Keld
1.5 This isn’t as good in Limited as it is in constructed, mostly because you have to wait until the pretty late game to play this, as discarding your hand won’t be worth it until you’re out of or almost out of cards. It is kind of nice to play late because it does give you some extra fuel. Then, Chapter III will only be really good if you’re mono-red, and that’s unlikely.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Dauntless Bodyguard
3.0 This is nice, because it is a one mana 2/1 that is good all game long. If you play it early, it is going to crack in for some pretty real damage. If you get it late, it may not be able to attack as effectively, but because it can sacrifice itself to save one of your creatures, it still has really nice utility.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Pack 3 Pick 3: Academy Drake
Valduk, Keeper of the Flame
3.0 This is a nice buildaround for Equipment/Auras, as a free Spark Elemental every turn isn’t too shabby. The downside, of course, is having to put a bunch of Auras/Equipment on a single creature is very risky, but the payoff is sometimes worth it.
Memorial to War
2.5 This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Academy Drake
3.0 In the early part of the game, this is a Wind Drake, which is always serviceable, and in the late game it can be significantly larger. Like most cards with Kicker, the second mode isn’t exactly efficient, but it is nice upside to have on an already reasonable card.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Llanowar Elves
3.0 Magic’s classic mana dork is back, and it is once again pretty good. If you play it on turn one, the boost it gives you will often be game-winning. That is of course balanced by the fact that if you draw it light, it is a pretty big dud, but still – that early game upside makes it pretty good.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Pack 3 Pick 4: Artificer's Assistant
Sorcerer's Wand
1.0 Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Deathbloom Thallid
3.0 This has solid base stats that makes it easy for it to trade, and then it leaves behind a Saproling – that’s a pretty good deal for three mana.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Pack 3 Pick 5: Relic Runner
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Knight of New Benalia
1.5 Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
Pack 3 Pick 6: Academy Journeymage
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Academy Journeymage
3.5 Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 3 Pick 7: Cloudreader Sphinx
Howling Golem
1.5 Symmetrical draw isn’t amazing, but you do get to take advantage of the new card before your opponent, which is nice. Howling Golem gets extra points for being an Artifact in this format too.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Pack 3 Pick 8: Cold-Water Snapper
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Pack 3 Pick 9: Opt
Memorial to War
2.5 This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Pack 3 Pick 10: Excavation Elephant
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Pack 3 Pick 11: Skirk Prospector
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Pack 3 Pick 12: Arcane Flight
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Pack 3 Pick 13: Tolarian Scholar
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Pack 3 Pick 14: Homarid Explorer
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.