Ongoing Throne of Eldraine Limited Guide Notes (Last updated, 11:55 a.m. ET on 9/17/2019) (Patreon)
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It is preview season again, this time for Throne of Eldraine! As usual, my patrons get access to my ongoing notes for the format that eventually evolve into the full set review. This will be updated as more cards are previewed! Enjoy!
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White:
Acclaimed Contender – B-
So, a 3-mana 3/3 is a C in most formats, and this comes with significant upside. If your deck can consistently draw a card off of this – something that really isn’t far-fetched if you’re in White – there are lots of Knights, Auras, and Equipment, and you really only need something like 5 of all of thise combined to have this be drawing you a card often enough that it will be good. This is the kind of card that is sort of a build around – but what it asks you to do isn’t all that crazy, so I don’t think I need to give it a buildaround great. I’m just going to say that it is a B-, and that you can feel fine about first picking it, especially because the failcase is a reasonable card, and because you’re just going to end up with a deck that can draw a card with him most of the time.
Archon of Absolution – B
This seems really good to me. A 4-mana 3/2 with Flying is already a decent rate and a fine playable, but this comes protection from White, and a Ghostly Prison type effect, both of which raise the power level here significantly. The prison effect can make it very hard for your opponent to continue to develop their board AND attack, so you start making them have to choose one or the other, and that’s a great way to get ahead. Meanwhile, it is immune to 20% of the cards in the set, give or take, and that’s pretty nice too. I think I would feel good about first picking one of these. I am giving it a B.
Ardenvale Paladin - C
Honeslty a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. On its own, that would be at leat a C- if you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card. That would probably be a C+ just because of the efficiency. Now, you can’t count on always being able to do that, and as a result I think this is in between the C- for the worst-case scenario and the C+ for the best-case -- in other words, just a regular old C.
Bartered Cow - D+
4-mana 3/3s are usually a D these days -- how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better -- but I’m still not sure you’ll ever be playing this unless you are really desperate for Food or a creature, and I think it will feel pretty bad to play this most of the time. I’m giving it a D+.
Lonesome Unicorn - C
So, neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance would probably be a D, and a 5-mana 3/3 with Vigilance is probably an F. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a solid playable. It supports both the GW Adventure archetype, and it happens to involve a Knight, so it will fit fight in decks built around that creature type too. I think this is a C -- a solid playable that you will play one of in most situations and feel fine about.
Linden, Steadfast Queen - C
So, this set has a cycel of rares that ask you to be able to pay 3 of the same mana, and they all pay you off for having lots of cards with the same color. Most of them, I think, are worth first picking despite really asking you to be mono-colored or mostly one color. But this first one we’re looking at this week is probably the worst of the bunch. If I am having to construct a manabase to support something like this, I want more of a payoff than a 3-mana 3/3 that can gain me some life. The other cards in this cycle have far better static abilities than this. Now, obviously, if you’re mono-colored she is a pretty good card -- but really, she may still not be the best card in your deck. Yeah, so -- I think I’m goig to give her a C to reflect the fact that I just won’t want ot be taking her early because she isn’t worth the risk. Pick her up after you are already pretty deep in White, but not before.
Rally for the Throne - C
So, if you can’t get to Adamant with this, you’re paying one extra mana for Raise the Alarm. But honestly, as a fail case, that isn’t too bad. Raise the Alarm is usually one of White’s best commons when we see it, and I think if we ignored Adamant on this card, you’d still play this sometimes if you’re really interested in going white. Being an Instant is always nice ons tuff like this too, because it can let you surprise your opponent by suddenly being able to block or trade with stuff. So, what if you always gained life equal to creatures in play? Well, that would probably be a C+. As it stands though, I think we have to move it back down to C to reflect that a lot of the time, you just won’t be able to make it Adamant -- those it is yet another card pushing you towards being mono-colored.
Silverflame Squire - C
Two mana for a 2/1 is a D, and a 3 mana combat trick that pumps your guy and untaps it probably is too. As I have been saying with a lot of these Adventure cards already, though -- the fact it can too both makes it considerably better. This is one that can allow you to get a 2-for-1 without too muche ffort -- use the trick to either kill something in combat or save a creature from removal, and then play a two-mana 2/1 who can trade with some stuff, and you’ll feel pretty good about your chances. Now, I do think this is one where sometimes you’ll just have to play it on turn 2 as a 2/1, because you need to be developing your board. But the nice thing is, you can cast it that way when it is best for you, and just not do it when it isn’t necessary, and try to get the full value of a 2-for-1 out of the card. I think this is a solid little card for White decks. I’m giving it a C.
Glass Casket - B-
As an aside before we start talking about the Limited playability of this card -- I’m not sure I like that so many artifacts aren’t colorless these days, mostly because it blurs the difference between “enchantment” and “artifact.” And this card does a good job illustrating that -- since it is basically Silkwrap, an Enchantment we’ve seen before. But, none of that really has to do with how good this card is -- this is a nice card, just like Silkwrap was. Sure, it only kills smaller guys, but that’s fine because it does it so efficiently. This is in the lower range of premium removal. I’m giving it a B-, you’ll first pick it in weaker packs.
Knight of the Keep - D+
This is classic D material. A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck. You’re never happy to run this, but you’ll do it if you have to. I do think the Knight creature type is enough to bump it from a D to a D+, too.
Beloved Princess - D-
A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. Doesn’t seem worth it to me unless I’m super desperate for low drops, or maybe I play an opponent who is all about the fatties and I side it in. I think this is a D-.
Deafening Silence – F
This is one of those cards that is horrible in Limited, because it was printed to be a sideboard card in constructed formats. Most opponents just won’t have enough non-creature spells for this to do anything relevant – even if you got to put this into play for free for one mana at the beginning of every game, about 90% of the time – maybe even more, it would have no effect on your opponent in a game of Limited Magic, and that’s what makes it a straight up F. Don’t play this!
Harmonious Archon - B+
This is a really interesting card. The most positive way to look at it, is to say it costs 6 mana and gives you 10 power, 4 of which has Flying. And that is certainly true. Sometimes it will play even better than that -- if you have a bunch of creatures in play. Other times it will play worse -- if your opponent has a bunch of creatures i play. I think you will be ahead enough of the time when you play this -- since it is one card that gives you 3 pretty sizable bodies -- that it will be really good most of the time. I do think that it is held back from straight up bomb status as a result of not always turning the game around for you, but i will enough that I’m giving it a B+.
Syr alin, the Lion’s Claw – B
All of the “Syrs” in this cycle are pretty good, and Alin is no exception there. A 5-mana 4/4 with First Strike is already a nice stat line, one worth of a C or even C+, then, when you add the ability to pump your whole board when he attacks and you have a very powerful uncommon here. Also, thanks to First Strike, taking him down in combat won’t be easy, and he may get the chance to swing a few times
Trapped in the Tower - B
It is a little annoying that this can’t hit flyers, but the fact that it both Pacifies and Arrests a ground creature helps me get over that. The problem Pacifism has sometimes is it doesn’t stop creatures with powerful activated abilities. With Trapped in the Tower, you get o stop those, as well as blocking and attacking. Two mana is pretty great for this effect -- it is premium removal, and I’m giving it a B -- you usually first pick this. It is even splashable!
True Love’s Kiss - C- // B-
I think this format might have enough artifacts and Enchantments in it to be mainbaordable, as that is a pretty healthy sub-theme in the set. It is probably still better out of your sideboard, but I want to say it is a C- main deck, and probably a B- in your sideboard. Getting a two-for-one out of this is pretty sweet when you know your opponent has lots of targets for it.
Ardenvale Tactician –
So, with these adventure cards I like to think about how good both havles would be as individual cards, and then put them together, as this is the best way to break them down and figure out how good they will be. If Ardenvale Tactician was only the Adventure part of the card it would be kind of a passable card for a really aggressive deck – probably a D. Taking away the ability to both attack and block for a whole round has its uses. Then, we look at the creature half – 3 mana for a 2/3 with flying is pretty nice, probably close to a C+. That’s just above rate for more list Limited formats. Then when we put it all together – a total investment of 5 mana to tap a couple things down and play a 2/3 flyer seems pretty decent to me. Then, you factor in the flexibility – that it can come into play as a creature without going on an Adventure – and sometimes you’ll certainly want to do that – for example if you’re just trying to curve out – and I think in the end we’re looking at a card that is a pretty easy C+, and could maybe even sneak into B- range. A 3 mana 2/3 flyer with upside is basically what we’re looking at here, and I certainly like that.
All That Glitters – F // D
I’m not super high on this. The UW deck in this format is focused on having artifacts and enchantments which is nice and all, but this doesn’t seem like the payoff you want. It has the downside of most auras, in that it opens you up to a bad 2-for-1, and in addition to that, it isn’t going to be very good in the early game, even if you ARE an artifact/enchantment deck. Sometimes Auras that are ultra aggressive early can be good, because they make your creature do so much extra damage that it doesn’t matter when you get 2-for-1’d. This won’t be one of those most of the time. And yeah, Food tokens pump it and all that, but I’m going to be skeptical about this card for now. It is an F in your typical deck in the format, and maybe a D if you get there on artifacts and enchantments.
Charming Prince – C+
This is a pretty nice card. One of these effects will always be useful, they’re all pretty good in the right situation. It is still just a 2 mana 2/2, but one that lets you smooth out your draws, gains you some life, or lets you blink a creature for some value is pretty nice. However, as “nice” as it is, I don’t think it gets much more than that. It is a two drop that will always do something useful, and that’s fine, but it isn’t something amazing. I would take it early, but not with a first pick ideally. I’m giving it a C+.
Circle of Loyalty – B
While this is something of a Knight buildaround, and a Legendary buildaround, but it is a pretty good card even with no knights. A 6 mana anthem effect isn’t the greatest deal, but permanents who pump your whole board are not to be underestimated – in any creature based deck that is a very real effect, and one that most of the time is going to impact the board immediately. In addition to that, it is a nice mana sink that allows you to produce a Knight every turn. Now, if we take away the Knight and Legendary part of the card, this wouldn’t be amazing, but it would be a solid card, probably at least a C+. Once we add the other parts of the card – the fact that the cost can be reduce by Knights, and the fact that it MAKEs knights when you cast legendary stuff, and we’re getting into first pickable territory. There are legendary spells at uncommon in this format, and that means getting a Knight from the legendary part of the card isn’t a pipe dream. But yeah, with the cost reduction part, even one knight being in play makes this substantially better. I think this is definitely a first pickable card, but I don’t feel like it will be a straight up bomb in most decks, just because the Legendary part will be difficult to make work on a regular basis. I’m giving it a B.
Faerie Guidemother – C-
If either half of this was a card on its own, I don’t think you would play them very often – both are probably Ds. Sorcery speed pump effects like the Adventure half are often pretty bad, and one mana 1/1 flyers are usually not the best unless a format has some special synergy for them. However, if I look at this as a 4-mana 1/1 flyer that gives +2/+1 and Flying to one of your creatures until end of turn, I think that would be something like a C-. And like all the Adventure cards, this is a bit better than that, because in a pinch you can just cast the 1/1 flyer if you need to. I’m not saying this is a good card in any way, but I think it avoids being a straight up D because the sum of its parts is reasonable. I’m giving it a C-.
Giant Killer – B
The Adventure side here is the kind of White removal spell we see in most sets – capable of killing big creatures only, and the creature side is basically Master Decoy. Stapling those two things together is pretty great. I do think a lot of the time you’ll just play this on turn one if you have it, but the idea of killing a big guy and then bringing your Giant Killer to the board, where it can proceed to shut down your opponent’s best creature, is pretty awesome – and that will happen often enough with this. It is also nice to be able to play an effect like Chop Down in your main board, which you just can’t always do. Overall, this is a great card – Master Decoy on its own is usually a B- or so, and I think adding the additional flexibility to be a removal spell at least gets to a solid B here, and it may go even higher.
Realm-Cloaked Giant – A
This is really good, and a really nice design on one of these. Having one card that wraths, and then is a 7-mana 7/7 a few turns later is pretty amazing – it is sort of like guaranteeing when you cast a Wrath, that you’ll be hitting a creature that will help reload your board. It isn’t THAT far from being a 5-mana wrath that puts a 7/7 into play in two turns, and that’s pretty awesome. A 7-mana 7/7 with Vigilance is certainly not an incredible card on its own. But after a Wrath? It is almost guaranteed to be the most intimdating thing on the board. Wraths aren’t good in every deck usually, but I think this one can be good in any deck – especially because if you end up in a situation where you don’t really want to Wrath, you still have your Realm-Cloaked Giant – it doesn’t stay in your hand while you wait for an opportunity that makes sense, it gives you a creature. So yeah, I think this is effectively a bomb. I am giving it an A
Righteousness – D+
I think a lot of people will see the one mana for +7/+7 here and overrate this. That is indeed a huge stats boost, but the fact that it only works on blocked creatures is a huge limitation. Combat tricks are usually used the most by aggressive players, this one wants you to be defensive. And hey, I’m not saying it is bad – just only good if you have a very defensive deck, and it still comes with all the downsides of a combat trick – you can easily get 2-for-1’d in response, for example. I think I’m going to avoid playing this most of the time, just because you can’t guarantee it will always be useful – there are plenty of games where being defensive never really makes sense. I’m giving this a D+.
Shining Armor – D+
This doesn’t seem very good to me. Sure, it is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt. I think even in a Knight deck, this isn’t the payoff you’re hoping for. I think this is a D+.
Silverflame Ritual – C-
So, Adamant is an interesting mechanic. Depending on how heavy in one color you are, it can make the cards significantly better. And you probably have to at least have a mana base that is 50/50 or so to reliably trigger Adamant on cards. If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be decent enough. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside by the way, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your gusy Vigilance unless you’re mono-colored, so I think this is just a C-. It may move up if Adamant is easier to make work than I think it is.
Venerable Knight – C+
A one mana 2/1 with some upside is nice, mostly because it can trade up with lots of creatures, even those with mana costs of 3 or 4, and it attacks really well early. This comes with some additional value too, since it can put a +1/+1 counter on another Knight when it dies. This will be a nice card for most White decks, but I don’t think you take it early. I’m giving it a C+.
Worthy Knight – B-
So, this is sort of a build around in that it gets better the more knights you have – but if you are playing White, you’re going to end up with enough Knights for this to be quite good, and if you end up in any of the Mardu colors, it will be even easier to get knights. A two mana 2/2 with serious upside is pretty awesome, as this can really change games even by just getting a couple of tokens out of it. I think you can first pick this pretty confidently, and you should value Knights a little more – but again, you’re probably going to be doing that anyway in White. I’m giving this a B-.
Blue:
Folio of Fancies - F
Well this is pretty wacky. But I don’t think very good in Limited. Symmetrical card draw isn’t really your friend, even if you can potentially try to win the game with this by making your opponent draw a bunch and then mill them out. It seems like it will be too slow in many situations, and I think the best thing to do here is steer clear. I’m giving it an F.
Magic Mirror - F // B
Obviously, this is something of a build around. You have to consistently be able to reduce the casting cost of the mirror to play it, and just doing it by one or two mana probably isn’t quite enough. If you can get into play, it will probably win you the game by granting you huge card advantage, but the set up it needs is a little too much to just jam it into any deck you have. You probably need 6 or 7 instants and sorceries to consistently make this cheap enough to be worth running, and that just won’t always happen for you. I’m going to give this an F in your typical limited deck in the format, but a B in a deck that can cast this for a more reasonable amount of mana.
Vantress Gargoyle - C+
A twomana 5/4 with flying is obviously pretty insane, and it obviously has to come with some drawbacks -- and this Gargoyle comes with some pretty hefty ones. He won’t be able to attack early in most games, but at least he can mill the opponent on his own and eventually get them to 7 cards -- but sometimes that’s going to be way too slow. Blocking with him might be trickier, if only because he doesn’t really have a way to make sure you areh olding on to cards. Holding on to 4 cards in Limited is not always an easy thing to do. Still, even if you play this late, the fact that this isa two mana 5/4 flyer that can attack your opponent is pretty impressive. The trick to evaluating cards is pretty much being able to figure out what the average scenario is for a card, but this is admittedly a hard one to figure out. It seems to me like it is going to be a feast or famien kind of thing, where it is either amazing, or utterly terrible, it won’t usually be somewhere in the middle. I think this has enough upside that I would try to play it in most of Blue decks, but I think the downside is significant enough that it certainly isn’t first pickable. I’m giving it a C+. This one isn’t going to surprise me if I have to revisit it in ac ouple months for my retrospective video -- it is just that hard to evaluate.
Animate Faerie – C+
This is a very nice common. Wind Drake is usually pretty decent in most formats, a C- or a C -- and that’s what you get when you cast the creature side of it. Obviously though, the Adventure part adds some significant upside. You are going to need artifacts in your deck to make this be at its best, but that won’t be all that hard thanks to Food. Three mana to make a food token into a 4/4 is pretty nice, especially because if you go that route, you also have the Wind Drake part of the card to cast on a future turn. This card is nice because you can take it and you know you’ll play it, even if you have 0 artifacts, and if you do end up with them, it gets some nice additional value. I almost want to give this a B-, and say it is first pickable – but I think it falls short at C+
Emry - F // C+
Obviously enough, Emry is a build around. If your deck has 0 artifacts in it, and 0 ways of taking advantage of cards going in your graveyard, she is an F -- plain and simple. However, if your deck has a few artifacts in it -- like even just 3 -- she gets to be itneresting, because straight up casting artifacts from your graveyard is no joke -- that is a very powerful effect that can win you games straight up if you have enough artifacts. This set does have a decent number of artifacts, so I don’t thinking getting 3 or more is anything crazy. I think that she is an F in most Limited decks, but probably a C+ in a deck that gets a few artifacts, and I mean, if your deck is just loaded up with them, she probably gets even ebtter -- but I think C+ is how good she’ll be in decks with 3-5 artifcats.
Syr Elenora - C+
So, at worst, you’re paying 5 mana for a ¼ that draws you a card and costs your opponent some extra mana to kill. That isn’t a great card, but that’s probably at least a C-. This has more going on than that though, since it can get larger if you’re holding on to more cards in your hand. The kind of awkward thing, though, is most Limited decks just aren’t clutching cards all the time, so frequently she won’t be much more than 0/4 or a ¼, especially in the late game. Sure, you hold on to lands and she gets bigger once it gets late, and she can progressively get larger once you know that’s your plan, but I still think she is held back in Limited since hand size just doesn’t stay high late in most games. I think she is fine, but not first pickable like some other cards in this cycle. I’m giving her a C+.
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Mirrormade –
This is an interesting one, one I think will be hard to evaluate before we see the full set. This set has to have enough artifacts and Enchantments – if it does, and both players tend to have 3-5 of them (not counting Food in this case, because Mirrormade copying Food isn’t worth it), then this is going to be a nice card – something like a C+. If most players AREN’T playing enough of those, then this might be almost unplayable. My instinct is that this set seems to have a decent number of playable artifacts and Enchantments, but I will wait to give my final grade for this card until we have a full spoiler.
Mystical Dispute – D // C+
Looks like we are going to have some color hosing cards again in this set, although maybe this time instead of enemy colors, the cards are extra good against the same color. At any rate, a 3-mana Mana Leak isn’t entirely unplayable – it isn’t anywhere close to good, either though. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, so I’m giving it a sideboard D – but out of your sideboard it is at least a C+.
Turn into a Pumpkin – C+
I like this card. A 4-mana bounce any permanent that draws you a card is usually pretty good anyway – this is because you actually don’t go down a card, and you still get to get some tempo. Now, the fact it costs 4 means you aren’t going to have as many targets that really make you feel good about bouncing them – unlike with two mana versions of the effect – but yeah, I’m willing to pay 2 more mana to draw a card. Then, with Adamant, you might also get a Food token, and that’s a nice additional effect. I don’t think this is quite first pickable, but I think you’ll play a couple of these in most Blue decks and feel fine about it. I’m giving it a C+.
Corridor Monitor – D+
A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value. Obviously it can, and it will matter sometimes, but I think more often than not, the untap part of this card will be insignificant, and if that’s the case, you’re just playing a two mana ¼, which as I said, is a reasonable card for defensive decks, but I think there are better two drops if that’s the case. I’m giving this a D+.
Faerie Vandal – C-
A two mana ½ with Flash and Flying is already kind of alright, because it can come down and kill 1/1s and survive, and flashing in to kill X/1s in general isn’t always a bad idea. The Vandal needs you to be drawing a lot of cards though to really get there, and it is too early in spoiler season to say whether there’s enough of that around. I’ll give it a C- for now.
Frogify – C+
So, here’s Blue’s common removal spell. I seem to slightly overrate these every set – giving them like a B-, when in reality they are C+s, and I think that’s what we have here. This kind of removal is nice because it blanks a creature, and sometimes that is just better than more traditional removal – but the fact that they still get to have a creature who can block after you play this is obnoxious, and that’s what keeps this from being premium removal. What’s more is, since it is an Aura, there are a multitude of ways your opponent can get rid of it –such as bouncing their own creature, and that’s always frustrating. It is a solid removal spell, and you’ll never cut it from Blue – but it isn’t premium. I’m giving it a C+.
Gadwick, the Wizened – B
I like creatures that draw me cards, and this one scales as the game goes on. Granted, it has a difficult mana cost – but that’s probably ok here, you don’t have to play this early for it to be at its best – you can just wait until you hget your Blue mana and draw a bunch of cards. Plus, this format does have some serious incentives for mono-colored anyway, so I think I see myself first picking this over most stuff. I’m giving it a B.
Hypnotic Sprite – C+
So, this is interesting. I’m not normally a big counterspell fan, just because they are easy to play around, and if your opponent does that it can be pretty devastating. This counterspell can only stop cheap spells, which means you aren’t really going to be coming out mana-wise with it. But that’s probably ok – you can have this in your deck, and you can cast the counterspell half of it if the opportunity appears, and you can also just play a two mana 2/1 flyer if that is what you need to be doing on turn 2. That flexibility means that this is a counterspell I will actually play – but yeah, I’m not going to be shy about just casting it as a creature either! I think this still falls short of being first pickable, but I could definitely see me being wrong about this. For now, I’m giving it a c+.
Into the Story – D // B
So, is 7 mana to draw 4 at Instant speed playable? Honestly – it probably is in really controlling decks. It isn’t the most efficient thing ever, but drawing 4 cards with one card is a pretty real way to win a game. Obviously it will be horrible against aggressive decks. So, how often will this only cost 4? On occasion, I think. There are some ways to mill your opponent in this format, and this obviously will get better if you have a lot of that. If this was just 4 mana to draw 4 cards all the time, that would be an easy A, by the way. So, yeah – I think this is probably a C- or so in most decks, because it really isn’t a bad finisher – but a solid B in decks that can really load up the opponent’s graveyard.
Midnight Clock – C+
Well, this is interesting. When I first looked at the card I thought it was garbage – I thought it only got a time counter on your turn, and that it was a symmetrical Timetwister effect, in which case it would probably be an F. But uh, it isn’t. First, it gets a counter every single upkeep, and second it only lets you reload your hand and shuffle cards back into your library. This means that there will definitely be times where this just completely reloads your hand, effectively netting you 7 cards. The fact that it is a mana rock in the mean time, AND the fact that you can actually use mana that it produces to add more counters to it is pretty nice too. How fast this format is will really determine whether or not this is good, but I think more controlling decks in the format will actually be happy to play this. It certainly won’t be for every deck, but I know I want to pull this off at some point in this format! I’m going to start it at a C+, because I don’t think it is a great idea to first pick it, since it will probably only work in some decks. In those decks it will probably be one of the best cards you’ve got, though.
Mistford River Turtle – C
I know I’m usually all about Birds, but I love turtles too – and definitely loving the art here. Anyhow, this also seems like a fine card. A 4-mana 1/5 is a reasonable blocker, and this one can also turn sideways and make something unblockable. Non-humans aren’t hard to have, so as long as the coast is clear for your Turtle to survive combat – and sometimes even if he won’t – you’re going to like the evasiveness this guy grants. Now, obviously on a clogged board he’s only going to be able to do this once since he’s going to die in combat most likely, and that certainly holds him back. But I would expect him to be a solid inclusion in most Blue decks in this format. I’m giving him a C.
Opt – C-
Opt is pretty much the definition of a fine but easily cuttable Limited card. This format doesn’t seem to have a spell-heavy deck at all, or it might be a little better than that. It is basically the definition of a C- -- you’ll play it about as much as you cut it.
Overwhelmed Apprentice – C+
I like this a lot. It sort of reminds me of Thraben Inspector, in that it is a one mana ½ that brings considerably additional value. One mana for a ½ that Scries 2 would probably already be pretty decent, but the fact it mills your opponent is appealing too, especially because the UB deck in this format is really focused on that. I think this is a nice playable for your deck, I’m giving it a C+.
Run Away Together – C
Well, when I talked about Frogify I mentioned the fact that bouncing stuff would make it worse, and this is the kind of card that really punishes Frogify. So, the ideal thing ot do here is bounce one of your guys when it gives you some kind of value – like it has Frogify on it, or it has an ETB ability, or you bounce it in response to removal – and then to bounce something of your opponent’s that gives you a tempo advantage, so in other words, a more expensive card. This is an Instant too by the way, so you can also cast it in response to combat tricks, which is pretty devastating. This is a weird card to evaluate, and I am concerned that there will be times when you just wish you could bounce your own creature, or vice versa, but you always have to choose two creatures controlled by different players. This will be a swingy card I think, capable of producing blow outs in the right situation, but other times just not making any sense to cast. That’s what makes this hard to judge, and it is probably the kind of card that is difficult to gauge without actually playing with it. But my instinct is tha tit is solid enough, I’m going to give it a C.
Tome Raider –D+
Funny name, but I’m not super pumped about this card – which is weird for me because I love flyers and drawing cards. I can’t help but compare this to Muse drake, a 4-mana 1/3 flyer that draws you a card – and that just seems so much better than a 1/1. All that said, it is nice that this does something all game long, since it draws you a card, but it is actually going to be kind of difficult to get the 2-for-1 you hope for with a creature like this, because a 1/1 can’t really trade very well. It does look like there is going to be a deck with payoffs for drawing extra cards, but I still think this is a kind of mediocre card that you end up cutting a good chunk of the time. I’m giving it a D+.
Wishful Merfolk – D+
Nice Little Mermaid reference here, but I don’t think it is all that special. It is a Moat piranhas with one less toughness who sometimes can attack, but it isn’t like a 3/2 is a spectacular attacker most of the time, especially because in the early part of the game you’re not going to have the mana to use the ability. I think if you need a 2 drop you probably play this, but I don’t think you feel all that good about it. I think it is a D+.
Witching Well – C-
I like these kinds of artifacts. One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really. I still think this is the kind of card that is probably your 23rd or 24th playable, and that it is pretty easy to cut, and that makes it a C-.
Black:
Blacklance Paragon – B-
I like this a lot. Note that it can target itself with the deathtouch and lifelink ability, meaning that you can flash this in to kill pretty much any creature, while also gaining life – an exchange you will always gladly take. Obviously he can pump other Knights too, but because of the stat-line this guy has, I think he’ll target himself a larger chunk of the time. But yeah, he functions as situational removal, that can also beat down a bit he needs to. I think he is good enough to first pick in some weaker packs, I’m giving him a B-.
Cauldron’s Gift – C
I think this is probably just decent and nothing more. 5 mana to reanimate something with a +1/+1 counter that now makes it bigger isn’t ag reat deal – we have seen that effect before and it hasn’t been much. Those spells are too situational, because your graveyard needs to be stocked in the first place. And yeah, this helps you if you get Adamant going by milling some of your cards, but I still don’t like how situational this is for the most part. Certainly not enough to take it early.
The Cauldron of Eternity – F
Man, this is super wacky – like most of the legendary artifact cycle. Obviuosly you need to load up your graveyard to even cast this, at which point it can start bringing stuff back from the yard. It is a little annoying that despite how challenging this is to cast and all the limtiations it has, it also makes you put creatures that die on the bottom of your library, so when it comes into play, the fuel already in your graveyard is all you’re going to get. I think the set up cost here is really high, and that the payoff – while nice, has too many restriction on it for me to want to play this in Limited realistically. Will I be wrong about this one ? Certainly possible, its weird enough. For now, I’m giving it an F.
Forever Young – C
This is kind of like a Black Anticipate. For two mana you arne’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top. So, I think this is mostly filler, and something you’ll cut a significant chunk of the time. I’m giving it a C-
Lost Legion - C
I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks. I’m giving it a C.
Oathsworn Knight - B-
A 3 mana 4/4 is a pretty good deal, even if it has to always attack. And this one comes with what is mostly upside -- he is really difficult to kill in combat -- it will take 4 separate combats for him to die. More if you put some more +1/+1 counters on him -- and there are a few ways to do that. He will just be a nightmare to block if he actually comes down early, because he will be the biggest thing around, and blocking him won’t be fun. The fact he shrinks is definitely wroth the fact that he just doesn’t die for awhile. I think he is in the lower range of first pickable, I’m giving him a B-.
Ayara, First of Lochthwain - B
Well. We just had a super powerful card in Core Set 2020 that really pushed you to try to be monoblack in Dread Presence -- now we have one of those in this set too -- just like we do for every color, since she is part of a cycle. And man, she is crazy strong. Draining the opponent for one every time you play a Black creature is nice, but drawing cards by sacrificing black creatures is what really pushes her over for me. It is going to be somewhat challenging to build mono-colored decks in thsi format, but a little less challenging than it is in most recent formats we have been in, since there are several reasons to do it here. I think if you see her Pack One, Pick One, you can take her in most scenarios -- and try your best to have your deck be mono-black or at least mostly-black. I’m giving her a B. She can easily help you take over a game.
Murderous Rider – A-
This seems really really good. One half is basically Murder, and the other side is Vampire Nighthawk. Ok, yes – neither half is quite as good as those two cards, but the fact that two cards close to those in power are on a single card is pretty awesome. The fact it goes to the bottom of your library doesn’t hurt either, as if a game goes long you know you have a kill spell waiting at the bottom that might help you win before you run out of cards. But yeah, anyway you want to look at this, it is an excellent card. I think this is just a straight up A-, aren’t very many cards in the set you want to be taking over this.
Torbran - B-
This whole cycle looks really fun, and they present another group of cards, in addition to the Adamant mechanic, that really seems to be pushing you to either be mono-colored, or at least very much in their color. Torbran’s effect includes himself, so he is effectively a 4-mana 4/4, and -- yeah, making all your stuff do 2 more damage is huge -- it can effectively pump a board that has gone wide, or make a burn spell more capable of killing the opponent’s creature. If you’re mono-red or close to it, he will be utterly game-breaking. He has a difficult mana cost, but I think that all the cards in this cycle are still worst first picking despite the possible deckbuilding restrictions, because they are just so powerful in those situations. I’m giving this a B-, the only thing that holds it back is the mana cost.
Wicked Guardian – C
So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. I think overall this is pretty solid. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1. Note, by the way, that if you play it and your board is empty, you won’t be drawing a card, because she has to damage something for that to happen. I think you’ll play one of these in most Black decks and feel fine about it. I’m giving it a C
Wishclaw Talisman – F
This card gets an A+ for flavor and design! And…an F for Limited. Tutor effects can already be too clunky for Limited, but this one is actually pretty efficient and gets you multiple cards -- but the fact that you don’t even get to do it all three times is what really ruins this card for me. Sure, chances are, you’ll get to get 2 cards with it and your opponent will get one – so maybe you come out ahead, but if your opponent has a huge bomb you just handed it to them. I don’t think I want to play this card in the format at all. F it is.
Bake into a Pie – B
This is a good removal spell. 4 mana instant speed removal is already in the premium range, and the fact that this makes a Food token is some nice additional value. You can use that token to gain some life on a later turn, or use it with a card that takes advantage of the tokens in some other way. That’s real upside attached to a good removal spell. This is first pickable most of the time. I’m giving it a B.
Belle of the Brawl – B-
I really like this card. 3-mana 3/2s with Menace always play well on their own, and they are usually a C+ or so. Belle of the Brawl also happens to make your other Knights bigger when she attacks, and that is significant upside, since this set is loaded up with knights in the Mardu colors. I think she is firs tpickable in some weaker packs, and a B-.
Bog Naughty – B- // B+
This is some serious power at uncommon. 5 mana 3/3 flyers are sometimes good enough on their own, but this comes with the ability to turn Food into a pretty powerful removal spell. Even if you just have one or two ways to make food, you’ll play this. And most of the time, I think you end up with 3+ ways to do it without trying too hard. If you end up with a lot of food, this becomes one of the very best cards in your deck, capable of machine gunning your opponent’s creatures and making combat a nightmare. I think the reasonable floor and the high ceiling here mean that Bog Naughty is a B- in your typical Limited deck in the format, but a B+ in a deck with a lot of food – and you know what? Maybe even an A- if you really get there.
Cauldron Familiar – D- // C
So, what would a one mana 1/1 that drains a life be? Probably a D-. This one is an interesting food build around, and if your deck can make a critical mass of Food, you have a Cat that won’t stay dead, and drains your opponent one life over and over again. This is a build around, one you should avoid unless you have like 6 or more ways ot make Food. Once you get there, I think you’re getting a solid playable, it probably deserves a C in that case.
Clackbridge Troll – B
The design here is super flavorful, and I also think it is a pretty good card. It reminds me a little bit of Desecration Demon – and that’s a pretty good place to be. Your opponent will get Goats to sacrifice to this guy and everything, but if he’s drawing you a card and gaining you 3 life every time they do, you’re still going to come out ahead a lot of the time. I think he is first pickable, and a B.
Epic Downfall – B
This is a good removal spell. You are guaranteed to always trade up with it, and I really like that. Sure, it can’t kill little guys, but all decks will have plenty of creatures with CMC 3 or higher, and this will feel great when you cast it. So basically, it is sort of situational – but not to the point that it isn’t premium. Two mana for this is just so good, and I think you first pick this in most packs. I’m giving it a B.
Eye Collector – D+
I am not super impressed with this, with the caveat that, if there is a graveyard heavy deck in this format, it will go up in value. But in general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. They are too easily outclassed and often just sit on the board doing nothing even in the early game. I’m giving this a D+.
Foulmire Knight – C+
– So, 3-mana to draw one and lose one life isn’t very good – however, a one mana 1/1 with Deathtouch is playable in every format, and pretty much guarantees you’re going to get to 2-for-1 your opponent if you went on an Adventure first. One mana 1/1s with Deathtouch are usually solid Cs, and this comes with some real additional upside that I think pushes it to C+.
Order of Midnight – B
A two mana 2/2 flyer that can’t Block is great in aggressive decks, and the fact that this lets you get a creature back from your graveyard is incredible. This is basically gravedigger, who gives up the ability to Block to gain Flying, and that’s a pretty good trade. Especially because the Adventure mechanic makes things even better than all that because of the added flexibility. This is an excellent uncommon for Black – I’m going to say a solid B.
Piper of the Swarm – B
A two-mana 1/3 that can make rats with Menace is pretty solid – and there are likely to be other Rats in the set too. It will probably be kind of card to amass three rats for the Mind control effect, but if you ever do you’re in serious business. I like cards like this – it is decent early game as a 1-mana 1/3, and it can take over the late game as a mana sink. Not many two drops can do both of those things, but this one can! I think it will start to feel like a bomb in sometime. I think I first pick this most of the time, I’m giving it a B.
Rankle – A-
Well, this seems like fun. A 4-mana 3/3 with Flying and Haste is a very good card already, but add all that other text and it is even better. Sure, all the effects are symmetrical, but you get to decide which of the 3 effects triggers, and you can always choose the one or ones that are best for you or worst for your opponent. Letting your opponent draw a card isn’t awesome, but you get a chance to cast the card you draw before they do – the discard effect and sacrifice effect will frequently be nice too. Rankle just seems like it will take over games pretty easily – even if there are times when you don’t really want to be choosing any of these effects, you still have a 4-mana 3/3 with Flying and Haste, which is already in the lower B range. I think Rankle might just be a bomb – I’m giving it an A-.
Reave Soul - B-
This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal. I’m giving it a B-, which means you will first pick it sometimes, and you will always be happy to be running two of these.
Revenge of Ravens –
Smitten Swordmaster – C+
Like a lot of the cards with Adventure, this guy seems pretty solid. If your deck has lots of Knights in it, his Adventure can be absolutely devastating – and this becomes even more true because you don’t even use up a card to do it! Effects like that often aren’t awesome, because if you aren’t killing your opponent with them, you are going down a card to not have a direct effect on the board – but this guy can come down as a 2-mana 2/1 with Lifelink, which is already a pretty decent card – especially with the Knight creature type. I mean, if we think of this as a 3-mana 2/1 with lifelink that does 1 to the opponent for each Knight – that would be a pretty high quality card, and this is better than that in some ways! I think this is one of Blacks’ best commons right now. I’m giving it a C+.
Specter’s Shriek – F // C
So, I like most of this cycle as cards you can just play in your deck on a base level. The others are reasonable no matter what’s going on on your opponent’s side of the board. That’s not true. Specter’s Shriek, while efficient, is going to be god awful against people not playing Black. One mana and a whole card are not worth taking away a card from your opponent in most scenarios. That’s 2-for-1ing yourself, and you’re doing it for something that doesn’t even affect the board! Now, I do think against opponent’s playing Black, it is reasonable to side in, especially if they are the kind of deck holding on to a bunch of cards. Now, I’m never a huge fan of discard that doesn’t add to the board, even when it is this efficient, but this will get rightly get sided in sometimes. So I’m giving it an F in your typical scenario, but a C against an opponent with lots of Black cards.
Syr Konrad, the Grim – B-
This feels like it should have been a rare, and not just because he is Legendary, but because he is so complex – and also pretty awesome. So a 5-mana 5/4 does alright on the vanilla test, and then this guy has an absolutely massive text box, which lets you damage the opponent any time a creature is put into the graveyard from someone’s hand or their library. Konrad is going to provide some nice late game reach for decks. His ability is pretty cheap, and gives you a chance to do between 0 and 2 damage every time you use it. If this format also has a graveyard deck, I think he will get better, since if you can take advantage of loading your own graveyard, you’re going to like him even more. I think he does just enough to be in the lower range of first pickable. I’m giving him a B-.
Witch’s Vengeance – B
I like this. There are some rather common creature types in this format – with Knight being the most common – but others like Faeries, Rogue, Soldier, Elves, and Humans are also pretty common. I think you’re happy with this even if you just kill one thing of your opponent’s, and obviously you can usually make that happen with this. If they have multiple creatures with the same type it starts to get silly – even if it is just 2. The downside is that it also effects your creatures with the chosen creature type, but I think since you control what creature type you name, you can always make sure that this works best for you and worst for your opponent. I think all that makes this a frequently first pickable card, and a B.
Red:
Bonecrusher Giant - B
This guy is very good. Being a removal spell for the Adventure is often -- even more awesome that he can go to the face if he needs to. Sure, two mana for 2 damage at instant speed isn’t incredible -- but that would be a decent card on its own, as it has been in the past. Then, the other part of the card is a 3-mana 4/3, which is doing a great job on the vanilla test, and he also has a relevant text box, which means if your opponent has removal for him, they’re going to have to take 2 damage when they use it. It does also mean you can’t use tricks on him without damaging yoruself, but hey -- he can’t just be all upside right? But yeah, between being a reasonable removal spell and an efficient creature, Bonecrusher Giant will be getting 2-for-1s all day long, and he is an easy first pick. I’m giving him a B.
Irencrag Feat - F
I’m never really into cards like this in Limited. Sure, you get a bunch of mana, but you’re also 2-for-1ing yourself when you do it. Sometimes that will work out -- I mean playing something that costs 7 mana on turn 4 is some serious business. But in Limited, ending up with a deck that can adequately take advantage of this just won’t work out consistently enough. And since it doesn’t even let you play more than one spell the rest of your turn, you’re really only going to be getting your mana’s worth if you have one big spell to cast in addition to this -- and again, that won’t work out most of the time. I’m starting this at an F.
Ogre Errant - C
I honestly think there are enough Knights in this set that a card like this doesn’t really need a build around grade. He’ll easily have friends to give Menace too -- at least around 4 or 5 of them, and I think that’s some nice upside. A 4mana ¾ isn’t ideal, but I think the Knight payoff is enough to push this to solid playable -- in other words, it is a C.
Raging Redcap - C
So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those. Still, I don’t think you run him unless you have some various ways to pump him. That said, there seem to be enough of those that are just Knight payoffs, that I think this will be better than it looks, because it will prove to be kind of easy to make him bigger. That said, he does ask for significant set up, and I think that just holds him to a C.
Barge In – C
This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have. Most creatures in this format seem to be non-human, so usually you’ll at least be giving trample to the creature you use it on, and often 1-2 other things will get it too. If you’re in the market for a trick in Red – and you often will be – you could do a lot worse. It is still a trick, and a narrow one at that, but for me any trick that you feel fine about having in your deck is pretty good for a trick. I’m giving it a C.
Blow Your House Down – D
This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play, and because it is only good there, I have a hard time wanting to give it more than a D.
Scorching Dragonfire - B-
We see two mana to do 3 a lot, and it is always a premium removal spell. It is cheap enough and kills big enough creatures that you usually are going to break even or come out ahead with your opponent in terms of mana. It is also an Instant, so you’ll be able to get some blowouts to happen in a world of combat tricks and Auras. Exiling stuff it kills is nice additional upside. This is going to be first pickable in some weaker packs -- I’m giving it a B-.
Seven Dwarves - D+ // C+
Well, this is fun -- like a lot of cards in this set are! Anwyay, a vanilla two mana 2/2 doesn’t usually make your deck these days unless you are desperate for a two-drop, which means that this is a D+ if it is your only one. Obviously though, the more of these you get, the better they are. Getting 7 of this probably won’t be that easy, but I think with 3-5 -- which is more realistic, you’re looking at a card that is firmly in the C range -- probably capping out around C+.
Brimstone Trebuchet – D // C
Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – probably makes the card a D. Most Red decks will probably have a few knights no matter what. However, with 7+ Knights in your deck? It probably moves into the solid C range.
Burning-Yard Trainer – C
Obviously, a 5-mana 3/3 with Trample and Haste isn’t good. That would probably be a D at best. He can maybe come down and give you lethal right away thanks to Haste, but yeah – not that good. However, if he can come down and pump one of your other creatures and give it those keywords, you’re going to be in serious business. If you can do that, he adds 5 evasive power to the board that attacks right away, and that’s a good deal for 5 mana. Obviously, this is a Knight build around – if isn’t consistently pumping something he is definitely a liability, but I think most Red decks will have enough Knights that this will be a solid C, and if you really get there on Knights, I think he gets better.
Claim the Firstborn – D+
This is cheaper than most Threaten effects we see – usually they cost 3 – but it is also not as flexible, since it can only target small creatures. I’m never overjoyed with effects like this one, unless I have two things going on – 1) I’m an aggro deck, and 2) I have creatures who can sacrifice other creatures. If you can still your opponent’s dude and then kill it, that’s pretty great. Problem is, those two things don’t come together often enough for this to be anything more than a D+. I won’t be surprised if I only play this once or twice in the whole format – or even if I never play it!
Ember Cleave - B-
This thing has a really cool design. So, paying 6 for this would be kind of rough, but I think it is pretty conceivable to get this down to 3 or 4 without too much effort, at which point the Ember Cleave is going to help you win a ton of combats, or at the very least help your creature kill your opponent’s blocker, even if your creature has to die. Trample and Double Strike together is pretty scary. Obviously you need a pretty aggressive deck for this to be at its best -- if you aren’t attacking a lot, I don’t think this is going to be worth it. Combat tricks that stick around tend to be pretty solid, but the cost here is still pretty steep, and your opponent having mana up against this is going to hurt. Still, the Equip cost once it is in play is kind of reasonabel for the effect. So what does all that means? Well, I think it is limited to very aggressive decks, and I don’t think it will feel game breaking most of the time -- though the cheaper you can make it the more it will feel that way. Still, I think this might be worth taking with a first pick. I’m giving it a B-.
Joust – C+ // B
So, take note of the fact that this is a Fight effect, meaning your creature gets damaged too – it isn’t like Rabid Bites and other cards we’ve recently seen. Two mana to fight at Sorcery speed is not something that impressive, but it is certainly good enough to have a copy or two in your deck. One of the problems that Fight effects have is that it will only be good with your larger creatures. This helps mitigate against that a bit, since it makes your Knight larger too, so a larger percentage of your deck will be good with this than normal. It also has all the downsides cards like this have – your opponent can kill your creature in response to you targeting it, blowing you out, so you have to be careful. This is a hard card to evaluate – every set I give a couple of things build around grades, and then in the end the build around grade is just the base grade for a card, because whatever the payoff is, is easier to make happen than I expected – and that might be what we’re looking at here. I think this is a C+ in a typical Red deck – which I believe will have enough larger creatures and Knights without trying real hard – but a solid B in a deck with lots of Knights. This might mean it is first pickable in some weaker packs.
Crystal Slipper – C-
I’m not that impressed with this. The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too. There are some Equipment payoffs in this set, and if there are enough of those maybe its grade goes up later. For now though, I’m giving it a C-.
Embereth Paladin – D+
I’m not very impressed here. A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time, that would probably be a C – but that’s not what it will be often enough in a lot of decks for it really to get that C. I think this is a D+.
Embereth Shieldbreaker – C
So, here we have some Artifact hate that is actually mainboardable – and that’s probably a good thing, because there are a decent number of artifacts in this set. We can think of this as a 3-mana 2/1 that destroys an Artifact – and that’s a nice deal, pretty easy to get a 2-for-1 if you actually get to destroy the artifact. Thing is, it is probably a little better than a 3-mana 2/1 that destroys an artifact for two reasons – one, you can just spend one mana to nuke an artifact if you need to, and two, if your opponent just doesn’t have Artifacts, you can still play a reasonable 2-mana 2/1, which has a useful creature type by the way in Knight. I think all of that makes this a pretty solid Common for Red decks in the format. I’m giving it a C.
Ferocity of the Wilds – Di
I’m not sure how I feel about this. We’ve seen a lot of effects over the years that only help your board out if you’re attacking, and they typically underperform if that’s literally all the card does – and htat’s what we’re looking at here. Why is that? Well, because they really only work out if you’re the beat down, meaning they are a big fat nothing in games where you’re behind. Even if you’re super aggro, you’re going to end up behind sometimes, and when you do, you’re going to wish you hadn’t drawn this. Do you play this in a super aggressive deck loaded up with non-humans? Probably – but even if those things align perfectly, you’ve got a card that is just so bad in so many situations. I’m not willing to go all the way down to an F, I usually don’t on this sort of thing, because sometimes you just have to go all in on aggro and hope it works out – but most of the time I think I avoid playing this. I’m giving it a D.
Fervent Champion – C
This isn’t that great in Limited. One mana 1/1s get outclassed fast, and sure – this one has a bunch of text on it, but that text doesn’t do a ton to change that fact. Sure, it has first strike, so it can still attack through 2/1s and the like – but giving a small power boost to one other Knight you have, while kind of nice on a Haste creature – isn’t that big of a deal. Equipment, Auras, and combat tricks will be this guys friend because of First Strike – and especially Equipment, because Equipment gets a substantial discount if you’re putting it on the Champion. I think all that upside does enough for this to be a solid playable, but I’m not willing to go higher than that. I’m giving it a C.
Merchant of the Vale – C
Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good. Overall I think this is probably a C-. In other words, you’ll cut it a lot, but I don’t think you actively feel abd about having it in your deck.
Opportunistic Dragon – B
So, a 4-mana 4/3 flyer is already probably at least a B-, maybe even a solid B. The ETB ability here is very interesting. It seems like there are enough humans and artifacts in this format that you’ll steal something with this like half the time, maybe. While you don’t really get to reap the benefits of stealing that permanent, it does act as a removal spell. Even if you’re just getting rid of a Food your opponent has, that’s some nice additional value. Other times you’ll be getting rid of a real permanent, and when you do that it will be completely absurd. Because the fail case is a very well-costed flyer, and this has such high upside, I think you want to first pick this almost every time you see it. I’m giving it a B.
Redcap Melee – B
So, I think this is pretty good – even if you are sacrificing a land for it. One mana to do 4 at Instant speed is incredibly efficiency, and not the kind of thing we see very often. I will gladly sacrifice a land for that type of efficiency. I think even without the clause that makes it better against Red permanents, this would be a B-, it is already premium removal. Then, you factor in the fact that you don’t sacrifice a land if you damage a Red permanent with this, and you can move the card up to a solid B. You’re going to be able to take advantage of that at least once most drafts where you have this.
Redcap Raiders – C-
A 3-mana 3/2 is a D or D+ these days. This has some additional upside, but it isn’t the kind that will always be relevant. Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem. I think this is in the lower C range, meaning it is going to cut a significant chunk of the time, and you aren’t excited about it in your deck, to say the least.
Robber of the Rich – B
This is a powerful two drop, the kind that can potential run away with the game, since it can give you so much card advantage. Even in a worst case scenario, you can send this in kamikaze-style and still essentially draw a card from your opponent’s library. Now, keep in mind, this isn’t the version of this effect that lets you play lands, it has to be spells, so you’re going to wiff a decent chunk of the time. Still, I think this is probably the best two drop in the whole format, and I think that means you take it early. I’m giving it a B.
Skullknocker Ogre – D+vg
Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. I feel like maybe it should have Trample, or be a 4/4 or something, but hey – I could be completely wrong here because the card is so weird. Making your opponent discard a real spell and draw a land is great, and that will happen sometimes, but you have no real control over it, and the exact opposite could happen to. I’m going to start this format with this guy on the bench unless I’m desperate. I’m giving it a D+.
Slaying Fire – B
This is an excellent removal spell, we have had many 3 mana do 3 damage instants over the years, and they are always premium removal. This comes with the added bonus of the Adamant mechanic, which if you can pull it off, make sit so this can do 4 damage instead, and that’s pretty nice. This is a B, one of Red’s best commons, and first pickable most of the time when you see it. It might even be worth splashing!
Sundering Stroke – B
I always like this kind of card – it reminds me a lot of Serpentine Strike from Battle for Zendikar. Sure, it costs 7 mana, but it gives you 7 mana worth of value, since 7 damage divided around is going to usually be enough for a nice 2-for-1, and will sometimes be able to do even more than that. The fact it can also go to the face is great too, as 7 damage is no joke, and can sometimes just end a game. Obviously, if you’re playing mono-red it is completely absurd, and becomes a complete and utter bomb, since 7 damage to three things is insane. Still, funny thing about it is that it is probably also worth splashing just for the divided 7 damage. Anyhow, this is good, but it does cost 7. I think mono-colored decks will happen in this format more often than usual too, so I’m not going to be surprised to see this cast with 7 red mana a few times in this format. Still, it is hard to count on something like that, and for that reason I am going to give it a B.
Syr Carah, the Bold – B+
This is my early candidate for best uncommon in the set, it really feels like it should have been rare. A 5-mana 3/3 that can ping anything any time it wants is probably at least a C, maybe a C+. Then, you add the fact that if this pings your opponent – you basically get to draw a card. Yeah, it isn’t EXACTLY draw a card, but it is close – you can even play lands off of this. So basically, you have a source of damage that draws you extra cards, and once you get 2 or 3 cards out of this, your opponent is going to have a hard time coming back. And that’s even if your deck has ZERO ways to do damage to the opponent with instants and sorceries, Syr Carah can do it all on her own. She also has the useful Knight creature type! The one downside she has is the fact that she is kind of small for 5 mana, and is still in range of lots of removal in this format, but the upside here is insane. She is better than a lot of rares in this format. I’m giving her a B+.
Weaselback Redcap – D+
I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literlaly any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind. Now, it does have the useful Knight creature type, which will make it better than other versions of this card, but I think this is still a D+, you only run it if you’re desperate for Knights or cheap creatures.
Green:
Garenbrig Squire - C
This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option. I think it is a C.
Giant Opportunity - F // B-
I like this card -- it is the kind of card that can really tie a food-centric deck together, since it can either be a payoff for having Food tokens, or it can make you a bunch of Food tokens for other payoffs. 3 mana for a 7/7 is no joke, though keep in mind it will be difficult --t hough not impossible -- to actually have enough food on turn three for this thing. Still, being able to do this on turn 5 seems reasonable, and that’s pretty awesome. 3 mana for 3 food isn’t bad either. I thik I want to this to be a buildaround, because I just think you don’t play it unless your deck has several ways of making Food -- which means it is an F -- but it will be an important card in food-heavy decks, that have say 7+ ways of making food. I think it will be as high as a B- there.
Tall as a Beanstalk - F
I don’t think I will be playing this. Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. The only time you m ight want to play this is if you have several creatures who are particularly good with Auras, like those with Hexproof, but even then I’m not that interested. I’m just going to start this at an F.
Tuinvale Treefolk - C
Like a lot of these adventure cards at common, if we look at each part of the card and imagine it as JUSt that, neither half is very good. 4 mana for two +1/+1 counters at Sorcery speed would probably be unplayable, and a 6-mana 6/5 is probably a C-. But, like all of these, it has the potential to do both of those things, and that’s not a bad way to be spending your mana. Getting a full two cards worth of value out of this single card seems very doable, and I think this will be a nice big boy to have at the top of your curve, since it can make your guys bigger too. This is a solid playable, I think you’ll play one in most Green decks and feel fine about it. I’m giving it a C.
Yorvo - B-
Like most of the cycle, the payoff her is real enough that I think you can first pick this despite the commitments it asks of you -- the upside is just too high not to. A 3 mana 4/4 is already nice, but one that constantly gets bigger if you play Green creatures is even better. He will be capable of just taking the cam over thanks to sheer size and efficiency. I do think you want to take some of the best mono-colored commons and uncommons in the set over him, because of how much he asks of you -- but there will be plenty of times where first picking him is right too. I’m giving him a B-.
Garenbrig Giant - C
A 5-mana 4/4 that can’t be blocked by small dudes is kind of ok. Probably a C-. The more Green your deck is though, the better this gets -- a 5-mana 5/5 that can’t be blocked by small creatures is just way better -- probably a C+. I’m going to split the difference between the version that isn’t cast with Adamant and the one that is, and say that this is a C. If you have 10 forests, it will more frequently be around C+, but if you’er only playing like 6 or 7 green sources, it is going to be closer to that C-.
Once and Future - C
So, 4 to return a card to your hand, and improve card selection isn’t too bad. If you can get the Adamant going on this it gets to be super good, as 4 mana to return any two cards from your graveyard to your hand is pretty nice. It will feel a lot like Black effects that let you return creatures, though, even if it is more flexible. You’re just not always going to have two things in your graveyard worth getting -- like in the early game. Still, I think I probably want one of these in most of my Green decks -- especially those with 10 or more Forests -- but more than one of them might be asking for trouble, since they are somewhat conditional. I’m giving it a C.
Outmuscle - C+
This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. However, if you can trigger Adamant on this? Is that a premium removal spell? It is definitely getting closer, because being able to fight and kill something, and then attack with an enlarged indestructible creature is going to be a nasty sequence. Now, because of how Adamant works, this won’t ALWAYS be premium, but if you have around 10 forests in your deck, I think it will pretty frequently reach that level. I still think this is held to a C+ -- it is still a 4-mana fight spell that your opponent can blow you out on -- but maybe it ends up in the B range by the end of the format.
Trail of Crumbs - C- // B
This seems like a pretty sweet Food buildaround. In super grindy games, this drawing you extra cards is going to be some pretty serious value -- especially because it even gives you some selection over what you draw! It will be hard to wiff on two cards in Limited -- most of what’s in your deck is permanents -- but the fact it can’t draw you most removal is a bit annoying. You can use this just sacrificing food normally -- at which point you are paying 3 to gain 3 life and draw a card -- not too shabby -- but I thinkt his will be the most impressive in decks that can sacrifice food to other permanents without any mana cost, because it will be a lot easier to just pay one mana to draw the card here. I think this card definitely needs a build around grade because of that fact -- any old card that makes Food will work with it, but it won’t be at their best witht hem. There is enough food in this format that I think it is playable in your mainboard, but probably a pretty easy cut most of the time -- so I’m giving it a C- in your typical deck, and a B in a deck that gets there on food. If this format ends up really fast, this might not be quite as good -- but Food and Adventure are both pretty grindy mechanics, so I don’t imagine that being the case.
Oakhame Adversary – C+
This is pretty nice. Even if we take the line away about your opponent having Green permanents, this would have been a nice card. A 4-mana 2/3 with Deathtouch that can draw you a card when it hits your opponent is going to be good enough to make the cut in most Green decks anyway. Those two effects combined is always pretty potent, because your opponent is put in a difficult situation, especially if the only blockers they have are large. And, you know, death touch means it can trade with anything anyway. I think on its own, this card would be a C. With the additional text, where it can be two mana to cast, I think you’re getting enough upside for this to move up to C+. Enough people will be playing Green that casting it for two is just going to happen a decent chunk of the time.
Once Upon a Time - C-
So, we see this kind of effect a lot, and it is always decent. I think it is fair to compare this to anticipate – it lets you see more cards, but is flexible about what you grab – but whiffing with this will be almost impossible, since most Limited decks are 32 or more lands and creatures combined. The fact that it is free if you get it early is some nice upside, but in Limited, where you have one copy, I don’t know how often it will work out for you. So, in the end, I’m just giving this what I would give Anticipate – a C-. It is easy to cut since it isn’t the most impactful card ever, but you could do a lot worse.
Questing Beast – B+
So, a 4-mana 4/4 with Vigilance, Deathtouch and Haste is amazing on the Vanilla test alone. This also can’t be blocked by small creatures which is pretty nice. The other parts of the card won’t come up often in Limited – there aren’t many ways to prevent damage, and there aren’t many planeswalkers – so that text doesn’t mean much for us. There will be common creatures in th is format that can just block and trade with it, or worse just straight up win combat – but even then, this can trade with anything, it can attack and hang back and block, and it can attack right away – that’s a powerful combination. I think this is just below bomb range. I’m giving it a B+ -- that still means you almost always first pick it.
Return to Nature – C- // C+
We had this pretty recently, and here it is again. This is a solid card that, depending on how this format shapes up, might even be mainboardable since it hates on 3 different things. It is certainly a good sideboard card. I think for now I’m going say it is a C- in your mainboard, and a C+ to bring out of the sideboard.
Searing Barrage – C+
This is solid removal for Red, but like to Reduce to Ashes and command the Storm before that, it isn’t premium. Costing 5 is a ton, and most of the time it is going to feel a little clunky. It will frequently cost more mana than whatever you kill with it, and that does put you behind the eight ball a little bit. It is nice that it is an Instant at least, but yeah, the cost is still too high for this to be premium. If you get adamant going it obviously gets better, but I still don’t think that upside is enough to push this into first pickable territory. It is probably pretty close though. I’m giving it a C+.
Wicked Wolf - B+
So, how good is a 4-mana 3/3 that fights something when it comes down? Pretty good. Sure, it can only kill and survive fighting with creatures who have 3 or less power, and 2 or less toughness -- but that still means it kills a significant portion of creatures in the format, and then gets to stay around, usually netting you a 2-for-1. On top of that, he likes to eat Food, and if you have even one Food in play when you play him, he gets considerably more fightening, since he not only increases in size, he gains indestructible. Most decks are going to have food in them in this format without even trying, so I think he is pretty great -- obviously gets crazier the more Food you have -- he can become indestructible whenever he needs to in a deck like that. But yeah, I think this falls just short of a bomb at B+ -- with the caveat that, if you have a ton of Food, it definitely moves into the A range.
Wildborn Preserver – B
A two mana 2/2 with Flash is already a decent card – at least a C – but this also has Reach and can get bigger, so it is far better than that. Non-human creatures will end up in your deck, probably making up like half of yoru creatures, without even trying, so being able to trigger the ability and make the Preserver bigger isn’t going to be much of a challenge. Sometimes it might be hard to dump mana into it, but if you have any left over mana, you have a great place to spend it. So this is a two drop that is good all game long. I think this is a solid B, something you first pick most of the time you see it.
Wildwood Tracker – D+
This format seems to have a lot of non-humans who trigger this, but how exciting is that? Not very. In the later parts of the game it just won’t matter much that it becomes a 2/2. Willi t be sweet to play this on turn one, then a non-human turn 2? Sure – but there are some serious diminishing returns as the game goes. I do like that it also gets pumped when it blocks, lots of versions of this effect don’t. Still, though, I just think this is a D+.
Beanstalk Giant – C
I think this is solid. A 3 mana rampant growth isn’t amazing, but it IS fixing that ramps you, and some decks will want that. And a 7 mana creature with the Beanstalk Giant’s text box isn’t awesome either, but keep in mind that this is both of those. You can use it early to fix and ramp, and then cast Beanstalk Giant as a big finisher later on in the game. I think Green decks will want fixing and ramp often enough that they will want to run this guy, especially because he can also function as a win condition. Now granted, kind of a mediocre win condition since he has no evasion to speak of – but he’s a big boy, and sometimes that’s what you need. This seems like a C to me.
Feasting Troll King – B
That’s a pretty challenging cost if you aren’t mono-green, but it is a pretty good payoff for that, since it has incredible stats and doesn’t stay dead. Mono-colored, or at least closer to mono-colored, decks look very possible in this format, so the Troll King may be easier to cast than I expect. I’m still a bit skeptical though – I think you first pick this, but not over premium removal and the like, just because it is so hard to cast. I’m giving it a b.
Flaxen Intruder – C
I am not super impressed by this card, as both halves seem rather underwhelming. 7 mana for 3 2/2 Bears isn’t a great deal, and a ½ that can Naturalize stuff when she hits the opponent isn’t either. Now, it is cool that Adventure might allow you to do both of these things with the one card, but paying 8 mana for three 2/2 bears and the ½ still doesn’t feel that good to me. I’m not saying it is a bad card by any stretch – flexibility is something that is nice, and the fact that you can play this early or late for different effects – even if both of those cards are kind of underwhelming – does enough to get this a C.
Fierce Witchstalker - B-
A 4-mana 4/4 with Trample is already at least a C+ -- just a great rate in Limited, and Trample creates some real problems for your opponent. Then, this makes Food too, something that is heavily supported in this format -- especially in BG, and I think that does just enough to ensure that this gets into the lower B range at B-. I think first picking this in a weak pack is a reasonable thing to do, and I can’t imagine ever wanting to cut the first 2 of these in any Green deck.
Wolf’s Quarry - D+ // C
I don’t think I like this a whole lot. 6 mana for 3 1/1s is a pretty bad rate, even if they do give you Food when they die. And sure, there aren’t at on of cards in this set capable of producing multiple food, and this can do it -- but man, that’s a steep cost -- especially because then your Food costs mana to gain life with it. If you have enough ways to really take advantage of Food this will sometimes work out, but I can really see it not going so well more often than not, because you are just spending so much mana for not the most impressive payoff. I think this is something you’ll play sometimes, but most of the time, I think I’d like to avoid it. I’m giving it a D+, with the caveat that, if you end up with a bunch of Food payoffs, it probably moves to a solid C or so.
Gilded Goose – C+
Well, you know I love this one. As you all know, I love birds – especially waterfowl, so I’m pretty excited about this card on a Vorthosy level. That said, it is also a pretty good card. It is hard to imagine that there will be better sources of fixing in this format, and the fact that you can use the Food for life too if your’e desperate doesn’t hurt. It is even a good place to stick Equipment since it has Evasion! I don’t think you want to first pick this most of the time, but I think taking this relatively early is a good call, since it will make splashing or playing 3 colors so much easier. I’m giving this a C+
Insatiable Appetite – C
This is a nice trick. Two mana for +3/+3 is already a reasonable trick that you play one of in lots of aggressive Green decks, the additional food upside is legit – two mana for +5/+5 is some serious business. It is still a trick, and if you know me, you know I rarely give them something above a C because of how situational and risky they are. But, this gets a C – which is pretty nice for a trick!
Keeper of Fables – B
This is really good. 5 mana 4/5s are solid in Limited, and the fact that this draws you extra cards is great. Even if you have 0 other non-humans in your deck (which isn’t going to happen), but even if it did, this would be a great card, since it is a non-human and will draw you a card when it hits the opponent. Now, make sure you’re aware that you are only going to be drawing a maximum of one card per combat damage because of the way it is worded, but that’s fine. The Keeper can singlehandedly take over games thanks to the card it draws you, and that makes it an easy first pick in my book. I think this is a B.
Lovestruck Beast – B-
A 3-mana 5/5 is pretty good. If we just take away the Adventure part of the card, and assume this is a 3-mana 5/5 with Defender – that would still be a good card in a lot of decks, since that is a pretty frightening blocker. The fact that he can attack if you have a 1/1 in play is some nice additional value, especially because you can send him on an Adventure on turn 1 or so, and then actually cast him on turn 3. Here your total investment is pretty drawn nice, since it is 4 mana for a 5/5 and a 1/1! Now, there are definitely going to be times where you just can’t keep a 1/1 in play and he won’t be attacking, but like I said – the fail case of a 3-mana 5/5 with Defender is a fine place to be. Overall, I like what I see here, and I think you can first pick this in some weaker packs.
Maraleaf Rider – C
A two mana 3/1 is usually pretty close to a C for me, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt. I’m giving this a C, it is a decent two drop.
Rosethorn Acolyte – C+
So, the Acolyte’s Adventure effect is one of the more underwhelming ones around, essentially just letting you filter mana. But hey, sometimes that does matter. Most of the time though you’re going to get value out of it being a creature, as a 3-mana 2/3 that fixes and ramps for you is a pretty nice thing to have around. This is a C+.
Multi-colored:
Arcanist’s owl – B-
Like all the cards in this cycle, casting this in a deck that isn’t the exact hybrid colors – in other words UW – is going to be a bit of a challenge, but if ARE UW, you have a very strong card on your hands. A 4-mana 3/3 flyer is already great, and this one will draw you a card a decent chunk of the time, since UW decks will already be loaded up with artifacts and enchantmnets for other purposes. I thinkt his has enough upside that I am happy first picking it and hoping I end up in UW, at least ins ome weaker packs. I’m giving it a B-.
Doom Foretold – D
This is…a really weird card. So, the sacrifice effect is symmetrical, meaning this will be most useful in a deck that can go wide. Once your opponent runs out of nonland permanents you get some nice value – but that is going to take a while, and I think there will be plenty of board states where this is just irrelevant. Note also, that if you run out of permanents that aren’t Doom Forteold, you have to sacrifice the Doom Foretold, which means you’re not going to be getting the nice effect. I don’t know, this seems too inconsistent to me, with the caveat that a go-wide deck might be able to make it work. I don’t know, I’m starting it at a D.
Elite Headhunter – C+
This seems really good to me. 4 mana for a 2/3 with Menace isn’t exactly special, but that activated ability is very powerful. This set has a few ways of stealing the opponent’s creature for a turn, which will be the sweetest thing to sacrifice to the Headhunter – but even sacrificing your own guys – and your food tokens – to do 2 damage to creatures is quite strong. Now, this does have a challenging mana cost – like all the cards in this uncommon Hybrid cycle – and that certainly holds it back, as does the fact that it requires some set upt o be at its best – in other words, your deck needs to have lots of expendable creatures, or lots of Food tokens and/or other artifacts, and so on. All that means that this isn’t enough to bull me into BR all on its own, but obviously you play these every time you can when you are in that color pair. I’m giving it a C+.
Grumgully, the Generous – C+
So yeah, non-Human is a thing in this format in the Temur colors, and it is definitely an interesting take on a tribal archetype. And, Grumgully is a nice payoff for those decks. Between just being a solid 3-mana 3/3 and making any Non-Human you cast after it get a +1/+1 counter, you’re going to get serious value. The upside is very real, but I’m not sure I want to be first picking this most of the time – I will never cut it from RG obviously – and the upside here isn’t hard to activate, I’m just not sure it is powerful enough to warrant a first pick. I’m giving it a C+.
Loch Dragon – B-
Like everything in this cycle, this is going to be good in decks that are entirely one of the two hybrid colors, or are playing both of the colors, but counting on being able to cast it in something like a Dimir deck is asking for trouble. This card is pretty nice, a 4-mana 3/2 Flyer is always a playable card in Limited, though not exciting – something like a C- or a C. Then, you add the fact that you get to rummage with it when it comes into play and when it attacks, and you’re looking at a card that can not only beat your opponent down in the sky, but you’re looking at one that can also help you drastically improve your draws throughout the game. I think this does enough that I’m willing to at least think about first picking it in weaker packs. I’m giving it a B-.
Lochmere Serpent – A
This thing is just loaded up with useful abilities. Making a 7/7 unblockable is no joke, and neither is drawing cards in exchange for excess lands. I think what really makes this a bomb though is that it doesn’t always stay dead, provided your opponent gets enough creatures into their graveyard. That means that this isn’t just a bomb that says “You better answer this, or you die.” It also says “Even if you answer it, I’m coming back!” That makes this an easy A, despite being gold, I think you first pick it every time you see it.
Outlaws’ Merriment – A-
This seems pretty incredible in Limited. It isn’t hard to get a whole card worth of value out of this. Sure, you don’t get to choose which of these you get, but they’re all pretty nice, and all are capable of trading for an entire card of your opponent’s pretty easily. If you do that enough, you’re going to win the game. The one thing it doesn’t have going for it is that you have to wait an entire turn before it does anything, since it triggers on your upkeep, but once you get a couple of triggers from this, you will be happy – and after that you’ll be ecstatic. I think this is a bomb, despite being gold – this will allow you to take over a lot of games. I’m giving it an A-.
The Royal Scions – B-
So, this can come down for 3 mana and immediately tick up to 6 loyalty. That’s a ton for that early in the game. However, the effect the Scions have on your game isn’t going to be massive most of the time. I like looting, and being able to do that every turn might be the most useful thing here, especially because if you can get to the ultimate – which you could conceivably use on turn 6 – the card advantage and removal of that effect is incredible. So yeah, I think mostly you’re going to tick them up twice, and then do the ultimate – and getting there doesn’t seem impossible. If you get them down early, it will even be pretty easy. Now, the bad news about the Royal Scions: They don’t protect themselves, they don’t net you cards without their ultimate, and they don’t kill stuff apart from their ultimate. The best planeswalkers do one or two of those things, and they don’t. This means that despite high loyalty, they could be pretty vulnerable. I don’t know, I just keep thinking about the idea of just ticking this up twice, and then using the ultimate, which – again – I don’t think will be that hard to do. I think with all of that in mine, the Scions are probably worth of a B-, though I won’t be shocked to see them go down.
Drown in the Loch – C+
It has been awhile since we’ve seen such a great mill payoff in Limited, and this one is definitely awesome, capable of countering and killing lots of things for only two mana. However, your deck will need to have a fairly large focus on milling to take full advantage of this in most cases. I don’t think it is good in the absence of milling, mostly because it won’t be capable of doing anything until late in the game, and even then it won’t be doing anything incredible. I think that means I want to steer clear of this as an early pick, but I will definitely go for it if I’m already UB and can load up the opponent’s graveyard. I’m starting it at C+.
Faeburrow Elder – B
This seems good to me. Without any help, this is a 3-mana 2/2 with vigilance that can tap for GW. That’s some insane ramp, and it means that even if you’re just a regular old 2-color deck, it is going to be pretty good. Obviously it does get better the more colors you play, too. But the base line here is a very good card. I think this is a B, something you can feel confident first picking despite the fact that it is two colors.
Fireborn Knight – C+
You pretty much can’t play this if you aren’t exactly RW – unless you’re super heavy in one of those colors, but you’re still asking for trouble because that’s a difficult mana cost anywhere but RW. But if you’re IN RW? This is some serious business, attacking really hard thanks to double strike, and letting you sink mana into it so it can attack even harder. This set also has some legit Equipment that also make something with double strike even better. I don’t imagine you ever cut this from RW, but I also don’t think it pulls me into the color pair. I’m giving it a C+.
Garruk, Cursed Huntsman – A+
Garruk is a huge bomb. Even if all he was a 6-mana sorcery that destroyed a creature and drew you a card, we would be talking about B territory, but he’s much more than that! He can crank out wolf tokens who protect him in two different ways – being able to block, and raising his loyalty – he is just going to take over games between killing stuff and making tokens. His ultimate might not always be easy to get to, since he can only raise his Loyalty with the death of his Wolf tokens, but even if you never get to use it, he’s going to be a stone cold bomb. Garruk is an A+, I can’t imagine not first picking him.
Inspiring Veteran – C+
RW is about knights. This is a Knight lord. It is one of the better Knight payoffs in the set, and you’ll always play it in RW, but I don’t think it does enough on its own to be the kind of signpost uncommon that pulls you into its color, and that makes it a C+ for me.
Maraleaf Pixi – B
Well, this is a strong signpost uncommon – everything it does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties. I think despite this being gold, there will be times where it is just the right card to pick in Pack One Pick One scnearios. I’m giving it a B.
Oko – B
I think Oko is pretty good. The turn you play him, you can get him up to 6 loyalty by making a Food token. So, while he won’t always be able to immediately protect himself, getting to 6 loyalty does a good job of that, especially if you’re actually playing him on turn 3. I think most of the time, one probably alternates between the Food token ability, and the +1 ability, which lets you turn stuff into Elks. This is particularly nice with his Food tokens, because he can use them to protect himself, but his +2 has a wide range of useful abilities – it can be used to downgrade the opponent’s scary creatures or upgrade yours, in addition to the fact that it can make non-creature artifacts – like food tokens – into creatures. His ultimate is kind of underwhelming, but I think that’s ok in Limited. Overall, I think Oko does enough as a 3 mana planeswalker that you first pick him sometimes. I’m giving him a B.
Enchanted Carriage – C
This seems decent to me. It gets around one of the big downsides that vehicles have – and that’s that they aren’t very good on boards that don’t have much going on, because it needs to be crewed to actually do anything. The fact that this makes you a couple of creatures who can crew it all on their own is pretty nice. Now, you’re still not getting a great deal or anything on this – it is 5 mana for two 1/1s and a conditional 4/4, and I think the fact that it isn’t just a tiny bit cheaper holds it back from being anything more than a solid card. This is a C.
Escape to the Wild – F
This doesn’t look like it will be very good in Limited. Counting on having enough mana to be casting Escape to the Wilds, and then some of the cards you exile, is really wishful thinking. Sure, you can play land(s) off of it, but that’s still not really going to be worth it. If your deck is all about the super ultra long game, this could be the kind of thing that wins you the game if you have like 14 mana lying around, but a card only good at that stage of the game isn’t really what you want, especially because there are better win conditions that cost a bunch of mana. I’m giving this an F for Limited.
Jousting Dummy – D+
So, at least this has a more useful ability than Prismite! Overall though, not impressed here. Two mana 2/1s are barely playable these days, and while it has an ability that can help it increase its power, it is still dead to literally any Blocker. And sure, if you have a ton of mana it can help you trade up – but ifyou’re spending a bunch of mana to make it trade, you’re not really coming out ahead anymore. Now, this does have two things going for it – this set has Artifact payoffs, and it has Knight payoffs, and it is both of those things. I think in those decks playing one of these might actually make sense, but you probably hope you get a better Knight or Artifact. Still, I think that does enough for the Jousting Dummy to get a D+ -- in a vacuum, without those synergies, it would probably be a D-.
Oakhame Ranger – C+
Like everything in this cycle, it is hard to cast if you aren’t mono-colored Green or White, or playing both Green and White – but it also is pretty powerful. 4 mana for two 1/1 Humans isn’t the most efficient thing in the world, but sometimes you need two bodies. Then, the creature side of the card synergizes well with going wide – which this helps youdo, since it can pump your whole team by tapping. This is going ot be a great card in decks really looking to go wide, but I don’t think it is so powerful you end up moving into GW just because you see this, and that holds it to a C+.
Savvy Hunter – C+
This seems like a fun engine to me. A 3-mana 3/3 brings solid stats, and making Food whether attacking or Blocking is nice. It means that even if you just trade with it, you’re going to be getting some extra value. Then, if your deck has a ton of ways to make Food, this can just start drawing you cards – and there are absolutely going ot be games where Savvy Hutner takes over late, and just wins you the game. Do I think that all of that warrants this being a first pick? I’m not so sure. It hink once I get a field for how much food is in the format, I’ll have a better answer, but for now, I think it is a C+.
Shinechaser – C+
So, the UW signpost uncommon is all about Artifacts and Enchantments, and it becomes a 3-mana 3/3 with Flying and Vigilance if you control both. As long as you can consistently have either an Artifact or Enchantment in play, Shinechaser is going to be good, and if you can do both, well you’re golden. This is another signpost uncommon that doesn’t pull me into the archetype, though. I’m giving this a C+.
Sorcerer’s Broom – C
This was designed to be a food payoff, and it is certainly that. I am not ultra impressed with it, but if in the late game it will be a sweet mana sink, where you can spend 5 mana – 2 for the food and 3 for this trigger – to gain 3 life and make a 2/1. The fact it has being a 2/1 as a fail case is nice, but the fact that its as expensive as it is keeps it from being some really exciting Food payoff for most decks, instead it will mostly be a 2/1 that might make a copy or two of itself late. All of that means that I think this is just a reasonable playable. I’m giving it a C.
Steelclaw Lance – C+
This is a very nice Equipment if your deck has 5 or more Knights in it, since Equip one is significantly cheaper than one expects to pay for this type of stats boost. BR is focused on Knights, so I don’t think we really need to give this a build around grade, since most of the time you are going to end up with enough Knights without even trying. This card reminds me a lot of Pirate’s Cutlass, which is a good comparison. I don’t think you want to be taking this early, though – take it once it is clear you’re in BR. I’m giving this a C+.
Thunderous Snapper – C+
This Hydra Turtle is a pretty sweet. There is no reason you will ever cut this from a deck that is either mono-Green, mono-blue, or Simic. Outside of those, the mana cost is pretty challenging, though. But what you get is a 4-mana 4/4 who draws you cards for big spells. Now, most Limited decks aren’t loaded up with 5 mana spells – since that would be a really bad idea for your curve – BUT, even if you just draw a single card off of this, you’re going to be happy, since you already have a reasonably efficient creature. Still, I don’t think this is good enough that you’re going to want to be first picking it and seeing if Simic is open right away, instead it is the card you take once it looks like that’s where you’re going, and that holds it to a c+
Wallbreaker Giant – C+
A 4-mana 5/5 is nice, especially one that can’t be blocked by a decent number of creatures in the set. Like this whole cycle, you probably don’t play this unless you’re Gruul, or almost or entirely mono-red or mono-green. This isn’t the most exciting of this cycle, but it will beat down pretty nicely, and you’re never ever going to be cut if your mana base can support it – it just isn’t so awesome that you decide to go into its colors just because of it, and that makes me want to keep it around C+.
Wandermare – B-
This is a nice buildaround for Adventure, which is the most concentrated in GW. A 3-mana 3/3 as a base level is already good, and if you can put even one +1/+1 counter on this, I think you’ll be pretty happy. Anything more than that and things get silly. Keep in mind, too, that like most Adventure build arounds in this set, it doesn’t matter whether or not the creature has gone on its Adventure to trigger this – you can just cast a creature that has an Adventure option, even if you never used the Adventure half, and Wandermare will be getting a +1/+1 counter. GW will have no problems getting cards with Adventure, I don’t think it is unreasonable to assume 5-7 is kind of a guarantee, and for that reason I think in some weak packs this might be what you want to first pick. For that reason, I think it is a B-.
Wintermoor Commander – C+
The BW signpost uncommon seems pretty nice. On his own, he is a two mana 2/1 with Deathtouch, which is perfectly solid. Add some more nights to the mix though and he becomes a real problem, between his ever-growing toughness and the ability to make other knights indestructible. The dream is going to be get two of these into play so they can make one another indestructible – a pretty scary thing to do with deathtouch! Anyway, the commander has a high floor and a reasonably high ceiling, and it doesn’t look like getting the 5-7 knights in your deck that this asks for will be particularly difficult. I’m not sure I want to first pick it at this point, though – I’m giving it a C+.
Colorless:
X-Costed Snake – B+
This is really good. We have seen several cards like this over the years – Endless One and Ugin’s Construct being the most recent – and this one blows both of those out of the water. Those others were just X-mana for an X/X – Ugin’s Construct even came with a downside! This is just all upside. And other X/Xs we’ve seen like this have all been pretty good, so this is obviously even better! Creatures like this are good because they are reasonably efficient for you everywhere on the curve, and they get to remain relevant all game long, because if you top deck it late it will be huge. The keyword abilities it has are all good too. Trample is the most exciting one, as it means this guy can’t be chump blocked forever like some big boys. Protection from multicolored will come up some in the format too, and if you have to be on defense, he can even block flyers thanks to Reach! Now, I do think this falls short of being a bomb. All it has is size and a bit of evasion, but I think it is a B+, meaning you are going to first pick it 99.9% of the time anyway.
Gingerbrute - C-
Yet another pretty wacky card in this set, but is it good? It seems alright to me. A one mana 1/1 with Haste is usually not anything special, but this one can also make itself unblockable, which means it stays relevant late. It can also sacrifice to gain you life, and counts as Food. I think all of that makes this a reasonable inclusion in your deck, especially if you’re aggressive, but I think it will be pretty easy to cut to. I’m giving it a C-.
Inquisitive Puppet - D+
A one mana 0/2 that lets you Scry one would probably be a borderline playable, so in the D range. Obviously though, this does more than that, since it can also make you a creature token (which is a “real boy!” get it?) This format, paritcularly UW, also has a heavy emphasis on artifacts. It can provide you two chump blocks thanks to that token too, which doesn’t hurt. Still, I don’t think you play this unless you have need of Artifact synergies or really need low drops in your deck, so I don’t think I go above a D+.
Sorcerous Spyglass – F
We’ve seen this before – and clearly they like having it in Standard because of the reprint. In Limited it is pretty terrible. It isn’t generally going to be worth a card to look at your opponent’s hand, and there isn’t a huge chance that you’ll actually name something that has a problematic activated ability. Most of the time, you’re paying 2 and using up a card for information, which you don’t want to be doing. This is an F.
Spinning Wheel - C+
Well this is interesting. Having a card that helps you fix your mana and ramp that can ALSO do something in the game once that stuff doesn’t really matter is pretty nice. It is no Icy Manipulator, since 5 mana is a ton -- but you could do worse for a mana sink, and it is certainly an effect that your opponent has to respect every turn -- well, provided you have the mana to do it, at least. I think this stops short of being first pickable because the ability costs so much, but if this format is even grindier than I’m expecting, it might make it into the lower B range. I’m giving it a C+ for now.
Enchanted Carriage – C
This seems decent to me. It gets around one of the big downsides that vehicles have – and that’s that they aren’t very good on boards that don’t have much going on, because it needs to be crewed to actually do anything. The fact that this makes you a couple of creatures who can crew it all on their own is pretty nice. Now, you’re still not getting a great deal or anything on this – it is 5 mana for two 1/1s and a conditional 4/4, and I think the fact that it isn’t just a tiny bit cheaper holds it back from being anything more than a solid card. This is a C.
Heraldic Banner – C
So, this is an alright mana rock. It does something most don’t do – it affects the board right away, and there is every possibility that playing this thing make syou have attacks available that just weren’t before. Now, it is sort of annoying you have to choose a color with it and stick with that forever, because that means it isn’t going to be the most reliable way to splash – but it can still get it done, there just may be times where you’re forced to name a non-splash color in your deck. Overall I think I like this – ramps, helps you splash, and gives you a minor boost on your board state. I think it is a solid playable, and a C.
Jousting Dummy – D+
So, at least this has a more useful ability than Prismite! Overall though, not impressed here. Two mana 2/1s are barely playable these days, and while it has an ability that can help it increase its power, it is still dead to literally any Blocker. And sure, if you have a ton of mana it can help you trade up – but ifyou’re spending a bunch of mana to make it trade, you’re not really coming out ahead anymore. Now, this does have two things going for it – this set has Artifact payoffs, and it has Knight payoffs, and it is both of those things. I think in those decks playing one of these might actually make sense, but you probably hope you get a better Knight or Artifact. Still, I think that does enough for the Jousting Dummy to get a D+ -- in a vacuum, without those synergies, it would probably be a D-.
Golden Egg – C-
So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck. I’m giving it a C-.
Clockwork Servant - C- // C+
3-mana for a ⅔ is probably a D these days, but this comes with some real upside -- sometimes, it will draw you a card. How often will you be able to pull off adamant with this? I think in a typical Limited deck you will probably be able to do it like a third of the time. That’s probably enough to move up to a C- in your typical Limited deck However -- if you are a mono-colored deck straight up? Well, this becomes one of the best commons in the format for you, as a 3-mana ⅔ that draws you a card 100% of the time is probably pretty close to a B-. I think I’m goign to be a little more conservative though, and put this at a C+ in a deck that is mono-colored or almost mono-colored.
Henge Walker - D // C
This is less exciting that Clockwork Servant, as the payoff for actually getting Adamant going here is the difference between a D- and a C. The floor is much lower here, because a 3-mana 2/2 is just so horrendous, and having the maximum upside of a 3-mana 3/3 isn’t incredible, though it is solid. So, I’m going to say this is a D in most Limited decks, where it can be a 3/3 some of hte time, but a solid C in a mono-colored deck.
Lands:
Castle Embereth – C+
So, an upgraded Mountain is pretty nice. Something that can just produce mana when you need it, and then be a palce to put mana late feels pretty nice. The ability here isn’t gamechanging most of the time, but it makes a difference and one of your lands is doing it! You’ll always run these in Red decks. I’m giving it a C+.
Castle Garenbrig – C+
This is basically a forest with big upside, and that’s always nice. It can help you ramp a little bit, and that’s always welcome in a Green deck! Sometimes people underrate just how good non-basic lands that can actually do stuff later in the game are – turns out, upgrading one of your lands from Forest to something like this Castle is a pretty big deal! That said, this might be the least impressive one in the cycle of Rare lands, since it is very restrictive ramp – you can only use it on creatures. It is still quite good though, and you will always run these if you get them in Green decks. I’m giving it a C+.
Castle Locthwain – B-
I think this is the best of this cycle. Like all of them, it is a decent land to have early, but in the late game this one has the most powerful effect – drawing cards for 3 mana is awesome. And sure, you might lose life, but the ideal time to use this will be when you’re in top deck mode anyway, so basically this land is Phyrexian Arena. Yes, that’s an exaggeration, but I think an apt comparison of how good this card is. I think you first pick this in some weaker packs, unlike all of its fellow Castles, which I think are C+.
Castle Vantress – C+
Sign me up for this! Having a land that is just a regular old land early, producing you mana dn so forth – is nice, especially when in the late game you have this nice mana sink, which will ensure that you draw really well, because Scry 2 is no joke! Like all of this cycle I think this is a C+ -- you should always be taking these above average filler type of cards, but not over really efficient creatures or removal.
Roving Keep – D+
I mean, if you really need a finisher in your defensive control deck, you could do worse. 7 mana is a lot, and normally I want to win the game with things that cost that much, and well – this can kind of get the job done late in games if you need it to. I still don’t think you play it though unless you’re a control deck that just couldn’t find better top-curve creatures to end the game, and that makes it a D+.
Tournament Grounds – F // C+
This is definitely a land that is a build around. If your deck doesn’t have enough Knights or Equipment, it is a serious liability since it only produces colorless mana. I think once you have 5-7 knights and equipment it is probably worth putting in your deck, especially if one of those knights and/or equipment are being splashed, but the fail case here will really wreck your mana, so you shouldn’t always be playing it. I’m going to say it is an F in a deck with very few knights and/or equipment, and at least a C+ in a deck that gets their on them.
Witch’s Cottage – C
I like this cycle over all – in the past we’ve had lands that do ETB things that always come into play tapped, and most of the time they’re pretty solid in Limited – this one doesn’t always come into play tapped, so that’s nice. I think the cost of running something like this is very low, and while what it does isn’t super powerful, I don’t think you ever want to cut your first Witch’s Cottage in a Black Limited deck – lands that actually do something other than produce mana are a luxury! This is a solid C.
White Land in Cycle – C
So, as I’ve said with the others, it comes with a small downside in that it comes into play tapped – but the upside it offers is really nice. Having a land that actually adds to the board a little bit always feels good, and that’s what this does. I think taking these mid-to-late pack is a good idea, as they come with enough upside that I’m willing to say they will usually be better than basic lands.