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White

Alpine Watchdog - C

So, a two mana 2/2 with Vigilance is normally probably just a C-, but there is some extra synergy in this set that makes him a bit better.  As we will see when we get to multi-color cards, the RW signpost can search this guy up and put him in your hand.  As we’ll see later in this video, there’s also uncommon a Dog lord. The lord is Rare, so it won’t come up as much -- so it is mostly the signpost uncommon that makes me want to value this already-solid little two drop a little bit more.  I’m giving it a C. 

Angelic Ascension - C

This kind of card is always interesting.  This can do a lot of stuff -- you can use it to downgrade one of your opponent’s creature, or to upgrade one of yours -- the latter is more frequently going to be the plan, because a 4/4 Angel won’t be much of a downgrade most of the time.  The ideal thing to do with this is going to be to use it at instant speed somehow -- either on a creature that is going to die to removal anyway, or in response to an opponent attacking, so you can turn your smaller creature into a 4/4 that can block more effectively.  All that said, this kind of card pretty much always underperforms.  It is exciting to think about turning your one drop into a 4/4 angel -- but you are effectively 2-for-1ing yourself to pull that off, which is a bit dangerous.  That’s why I’m more interested in playing it in situations where I make sure I trade for one of my opponent’s cards, that way it is no longer a 2-for-1.  I think I’m sitting at a C with this card -- based on similar cards we’ve seen over the years, this just won’t line up as favorably as you want it to most of the time. 

Baneslayer Angel - A

This is a reprint -- and its a bomb this time too.  The stats are amazing, as are all those sweet keywords.  The Angel can come down and stabilize the board if you’re behind, pull you ahead if you’re at parity, and pretty much seal the game if you are ahead.  She is difficult to attack through or block, and she gains you life while she does those things -- and lifelink is really what makes her capable of taking the game over, since she is impossible to race.  The protection part will come up on occasion, but doesn’t really factor into the grade here.  Still, she’s a bomb.  I’m giving her an A.

Basri Ket - B

This is an aggro planeswalker.  He doesn’t do a great job of protecting himself, but he does do a great job at improving your board state.  He can sort of protect himself a little in the sense that he may make one of your creatures into a better blocker, but most of the time Basri wants you to be turning your creatures sideways. You can’t take advantage of indestructibility if you don’t, and you can’t take advantage of his -2 without attacking either.  His -2 will be able to just end games sometimes if he comes down late, and that’s going to be awesome.  His emblem is strong too, churning out tokens and making your whole board bigger every turn is a powerful thing.  That said, due to his limitations, he isn’t ultra likely to get to his ultimate most of the time.  But even if he just comes down, does his +1, and does his -2 the next turn, you’re usually going to be getting more than 3 mana’s worth of value out of him.  Basri is good, but I don’t think he’s a bomb.  You do want to take him with a first pick most of the time though, I’m giving him a B. 

Basri’s Acolyte - C+

This kind of creature always performs pretty well.  You’re adding ⅘ worth of stats to the board for 4 mana, and ⅔ of it is has lifelink.  That’s a great deal for a Common especially.  And sure, it can’t put the counters on itself ever -- and you need at least two other creatures to really reap all the benefits. Those are limitations to be sure, but not huge ones.  I think you will be pretty happy with two of these in most aggro decks.  I’m giving it a C+.

Basri’s Lieutenant - B+

This guy gives you a lot for the investment.  A 4-mana ¾ with Vigilance is usually a playable card, and you have a lot more going on here.  You get to add a counter to a creature when he comes down -- which includes Basri.  So at worst you’r elooking at a 4-mana ⅘ with Vigilance -- and it will be one that, when it dies, creates a 2/2 Knight with vigilance.  Protection from multicolored isn’t a huge factor here, but it does matter a little bit.  I don’t quite think he crosses over to bomb range -- he is merely hugely efficient and won’t completely warp the game in her favor, but I think he gets close.  I’m giving him a B+.

Basri’s Solidarity - C

This kind of card can be really hit or miss.  If you don’t have a good board state, it isn’t very good.  If you have a decen tboard state, it is alright, and if you’ve gone really wide, it is hugely powerful.  Obviously, White, and especially RW is going to be good at going wide, but cards that are sort of all or nothing like this often concern me.  I like a card to at least have a reasonable fail case, and that isn’t what we have here.  The fail case is pretty awful.  Still, I think this is a solid playable. It is also nice that it fits well in both the RW go-wide deck, and the GW +1/+1 counter deck.  I’m giving it a C. 

Celestial Executioner - C

So, a 3-mana ⅔ is a D, and if you don’t have enough flyers in your deck, that’s what this will be.  However, as long as you have 4 or 5 Flyers, this probably gets into the playable range, and in a deck where she can almost always do the Master Decoy thing, she will be better.  Overall, I think that means you should value her as a C.

Containment Priest - C

This is one of many exciting reprints in this set, but it is a card that was mostly printed to help constructed formats.  In Limited, it won’t be very often that non-token creatures are entering the battlefield without being cast.  But, the good news is, that a 2-mana 2/2 Flash is probably a C anyway. It can flash in and take down X/2s that cost more mana, or kill 1/1s, and it has what are perfectly solid stats.  It isn’t special in Limited, but it is a solid two-drop.  That rare moment when you do manage to get someone with the ETB ability will feel incredible, but it won’t happen much. There are cards like the UB signpost that can reanimate in this format though, so it will happen on occasion.  Still,  I’m giving it a C. 

Defiant Strike - 

We have seen this a few times, and I’ve never been that interested in it.  It was at its best back in Tarkir, where PRowess was everywhere -- including on White creatures -- but in this set that won’t be the case.  The stats boost here won’t help very many creatures win combat and stay alive, though adding “Draw a Card” to it means that the 2-for-1 is technically avoided, though giving up your creature is usually going to be a significant cost. This does have a worst-case of just cycling for one, and that’s not terrible.  Overall, I don’t think I’ll be playing this unless I’m desperate. I’m giving it a D. 

Faith’s Fetters - B

This is a great removal spell every time we see it.  Sure, it costs twice as much as Pacifism, but I think it more than makes up for it.  For one thing, it shuts down activated abilities.  For another, it can be used on any permanent that might have a problematic activated ability -- most of the time you’ll wnat to put this on a creature obviously, but that flexibility is nice.  Finally, it also gains you 4 life -- which makes it a little less painful to tap out to play this or something like that.  Overall, Fetters is great because it does a much better job of entirely shutting down a creature than most White removal spells. Also, the life gain will have some extra synergy in this format, so that helps too.  Overall, thi sis premium removal, and something you take pretty highly.  I’m giving it a B.

Falconer Adept - C

This is pretty disappointing to me.  The text box here is great! I love skies decks, and I love Birds -- but the stats here? Not so much. A 4-mana ⅔ will be lucky to even trade with something on a lot of board states, so sending your Adept in just ot make a 1/1 flyer often won’t be worth it. Now, this format does have a lot of +1/+1 counters, especially in Green and White, and if you can make this big enough that it is more of a problem in combat, things could get interesting-- I think you’r ehappy if you can just make your opponent trade with it.  If you get to attack with it more than once, it is going to be pretty nice.  That said, I think this has some very real limitations, it realistically won’t be a threat on many board states, even on turn 4.  I think this is just a C. 

Glorious Anthem -  B-.

The original anthem is back!  This type of card can be frustrating sometimes, because you get it on a board where you just don’t have much of a presence, but the effect offered by the anthem is pretty powerful, and does impact the board immediately in most cases, enabling attacks that weren’t possible before you played it.  You do need to be a heavy creature deck, and going pretty wide to really take advantage of it, but that doesn’t look to be a problem in White decks in this format.  I think the Anthem is in the lower range of first pickable -- I’m giving it a B-

Griffin Aerie - D / B

This is a nice life gain payoff, and lifegain seems well-supported enough for this to be legit.  Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting.  Obviously, you have to have a deck that can no tonly gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here.  I think your average White deck can probably muster enough life gain to keep this from being unplayable -- but it wont’ be very good --- probably a D.  But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.  I think this is going to be a B in a deck that gets there on life gain -- which PROBABLY means BW, but it also looks like GW can do some work in that department.

Idol of Endurance - D+ // B

This card has a neat design, and obviously enough it is mostly a buildaround.  Most decks in Limited won’t have enough cards with a CMC of 3 or less to make this worthwhile.  Another aspect you have to have is some way of loading up your graveyard.  Now, you can accomplish this by trading aggressively in the early game for sure, and that will really pan out sometimes, but the set up cost here is very real.  Real enough that this will be a dead card most of the time in the early part of games, and even in the mid-game most of the time.  In the late game it is definitely a value engine, provided you were able to exile like 3 things, making sure that you can cast a creature every turn at that stage of the game is a serious advantage.  But still, I think for your deck to really succeed with this you have to be doing some strange things.  First, you need a low curve, and second, you need to be able to get to the late game.  Those two things don’t always go hand in hand  I can definitely see this having a high ceiling, and it will be fun to play with it, since I love late-game value engines, but I don’t think your average White deck will just be able to make this work in this format.  I would guess it is probably a D+ in most White decks, but in a deck that gets there on the odd combination of having a low curve and being controlling, it will be pretty good -- probably at least a B.  The question here is how hard it will be to get to that B, and I think for now, I would steer clear of taking this early. 

Light of Promise - F

I’m gonna have to pass on this.  This is an Aura that does absolutely nothing on its own.  You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus.  I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it.  I’m not interested in all of that when I’m putting a 2-for-1 on the line.  I’m giving it an F.

Mangara, the Diplomat - B

So, a 4-mana 2/4 with Lifelink is at least a C, and this obviously comes with a ton of extra value, since it punishes opponents for playing more than one spell a turn, or attacking you with one or more creature.  It doesn’t straight up stop them from doing those things, but drawing cards any time those things happens is some serious business that will completely change the state of the board in many situations.  Now, sometimes it will be too little too late, but most of the time Mangara will shift things in your favor.  Overall, I think Mangara is something you feel good about first picking most of hte time, though this isn’t a straight up bomb -- I’m giving Mangara a B.

Pack Leader - B-

Well, if you didn’t get the memo, the “Hound” creature type is now “Dog” -- apparently something Mark Rosewater has been fighting for for a long time!  Pack Leader is a really good lord, and is good even on its own.  It is a two mana 2/2 that can’t be killed by combat damage when it is attacking, which means that it gives you an attacker every turn that is virtually free -- and your opponent has to respect the fact you might have tricks or other nonsense, so on many board states, they will just have to let it through.  Then, you throw in the pump to all Dogs, not to mention the fact that it makes all of them have that damage prevention ability, and you have an impressive little guy right here.  I think his reasonable floor as a really good 2-drop, and the upside of making all your Dogs scary is enough to make this worth first picking in some weaker packs.  I’m giving it a B-. 

Rambunctious Mutt - D // C

I don’t think you want to have this in your main deck.  He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and I don’t get the feeling that this format has so many of those that you can do that with it with any kind of regularity.  I think it is a D if you have to play it in your main deck, and a C out of your sideboard. 

Rescue Dog - C

One-mana 1/1s are often not very good in Limited because their board presence is so negligible, and they quickly become irrelevant.  This Dog comes with an extra ability that is pretty nice though.  He can do a bad Mother of Runes impression, in that your opponent always has to contend with the fact that while the Dog is in play, it can be used to really mess up lots of things -- like combat and removal spells.  This guy seems solid to me, I’m giving him a C.

Revitalize - D

We have seen this before, and it was pretty underwhelming.  Even in a set that has a life gain theme, this isn’t going to be something that makes the cut most of the time.  It is an alright Cantrip, so you could certainly do worse, but I think in an ideal world, you aren’t playing this.  I’m giving it a D.

Runed Halo - C+

So, this is sort of like removal.  It makes it so that you can sort of disregard your opponent’s best creature in play -- except that the creature can still block your creatures and stuff. It is a pretty sweet answer that can deal with your opponent’s bomb, but it doesn’t really answer that creature, it just makes it worse.  So we can’t just say this is removal straight up, and it certainly isn’t premium.  And yes, you can gain protection from spells and stuff too, but you’ll rarely do that in Limited.  All in all, I don’t think you want to first pick the Halo -- it is like a removal spell that makes your opponent’s best creature unable to attack -- which is nice, but not premium -- letting the creature still do everything else it could possibly do -- and I mean, in a technical sense it still CAN attack -- but letting it do all of that makes this just a C+ for me.

Siege Striker - C+

This guy has an interesting design.  So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers.  But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own.  Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better.  However, sometimes you just need to send in one attacker, and this guy can do that for you.  It will feel a bit like Exalted in that sense, I think.  Still, right now I don’t see myself taking this with a super early pick or anything.  I’m giving it a C+

Speaker of the Heavens - C

So, let’s look at this on the French Vanilla test first -- how good is a one mana 1/1 with Vigilance and Lifelink in a set that has a reasonable number of +1/+1 counters? It is probably kind of ok, something that will make the cut about half the time -- so probably a C-, and that may even be generous.  But, if your deck is SUPER good at gaining life, this becomes a very real threat, since churning out 4/4 angels is no joke.  Even if you can only get a single Angel out of this, you’re more than getting your mana’s worth -- but gaining 7 in a single turn, even in a format with a lifegain archetype -- is going to be a challenge. You have to really get there on life gain for that to ever happen, and I don’ think you should count on it.  Now, if you are in a BW deck that can gain some life, even if 7 seems far-fetched, it is probably worth running this guy, just because you might pull it off a couple of times.  But I think that, even in a life gain deck that really gets there, it is hard to see this going any higher than a C+, because even decks that get there won’t be gaining 7 life often enough.  I think overall, that probably just makes this a C.  

Tempered Veteran - C+

So, this guy starts with some pretty mediocre stats, but he has some nice activated abilities that are solid mana sink.  One mana to add a counter is a great deal -- but it is so efficient because you won’t always be able to do it.  There are +1/+1 counters in this set, especially in GW -- so the Veteran will be able to use that ability relatively often, but I would caution against just expecting it to always work out.  Paying 6 for a single counter is less impressive, but in the late game adding a counter every turn even if you are flooding out isn’t too bad, especially because after that first counter you can start paying a single White mana to add additional counters.  So, the floor here is not particularly attractive -- and the ceiling is pretty nice, but not incredible.  I think most White decks will have a few +1/+1 counter things no matter what, so this is probably playable most of the time.  Overall, I think this is a C+.

Valrous Steed - C+

This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs.  You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.  I’m giving it a C+

Veteran Philosopher - C+

A two-mana 3/1 is usually a D+ or C-, depending on how viable an aggro deck is in a given format, and this comes with some pretty nice upside!  While he isn’t quite as good as Adanto Vanguard, I think the comparison is warranted.  Both are great attackers all game long thanks to their ability to become indestructible, and both can even be effective blockers all game long -- if that’s what you need -- because of the ability.  Discarding a card is a hefty cost for sure, but generally you’ll be doing it to trade with something of your opponent’s -- whether a creature in combat or a removal spell -- so going down the card isn’t as brutal as it sounds.  The fact he has to tap down to become indestructible does mean that your opponent’s removal spells will at least make it tap, and that might be frustrating, but still -- a two-drop that attacks all game long is great.  Even just the threat of activation means your opponent will be taking three to the face a lot with this!  I think if there is a viable aggro deck in this format -- and there probably is, since this is a Core SEt -- but if there’s a viable aggro deck this might be one of the premiere two-drops for it, and might even make it into the B- range.  But for now, I’m starting it at C+.

Vryn Wingmare - C

Interesting to see this downshifted to Uncommon -- it was Rare last time we saw it.  Anyway, a 3-mana 2/1 flyer is usually like a C-, but this also comes with a symmetrical tax effect.  As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.  I think that makes this a C. 

Blue

Discontinuity - B

There are lots of wacky Mythics in this set, and this is another one! Time Stop is a card we’ve seen before, and it was pretty alright in Limited.  You can use something like this a few different ways -- the ideal way is to use it as sort of a reverse time walk -- to use it on your opponent’s turn to make them skip their whole turn.  Sometimes, waiting to cast it in response to them doing something is even better, because it will just remove whatever it is from teh stack, effectively countering it and ending their turn.  You normally don’t want to be using these on your own turn since you would like to have your whole turn, but this offers some extra incentive to do it -- namely that it only costs TWO mana if you use it on your turn.  So when do you do that?  Well, it can effectively be a counterspell on your turn -- the most ideal way to use it in that case is probably in response to removal at the end of your turn, since it again -- is effectively countered.  Having to use this earlier in your turn can be a real pain, but sometimes it will be worth doing.  So, this sort of has two modes, basically -- one where it effectively gives you an extra turn, and another where you can use it as a pseudo-counterspell.  How does all of that add up? I think pretty well.  It is sort of situational to be sure, but it is effectively a split card, and even if both halves are somewhat narrow, you can always use the one that is most advantageous for you, making it a little bit less situational.  Taking your opponent’s turn is super powerful, and while the counterspell option is more situational AND less powerful, it is nice to know you can use it that way if you have to.  Overall, I think this deserves a B -- you’ll first pick it most of the time. 

Enthralling Hold - B

This is a lot like Mind Leash, a card that was pretty good in Limited -- and that shouldn’t really be a surprise, Mind Control effects are VERY strong.  This is because they are effectively removal spells that add to your board.  Now, straight up mind control is like an A+ in Limited, and this isn’t quite that good -- the fact it can only steal tapped creatures is a bit of a let down, since it means that your opponent will generally be getting one hit in with something before you can steal it -- and this being narrow certainly pushes it below “bomb” range.  But even with that limitation, this effect is powerful enough that I want to first pick this most of the time when I see it.  I’m giving it a B. 

Frantic Inventory - F // C+

So, apparently, we needed a new Accumulated Knowledge! I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs.  Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it.  I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive.  It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either.  Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.  That always seems to be something that surprises some people!  So how do we grade a weird card like this?  Well, I’m going to say it is an F with one copy, a D with two copies, a C- with three, and it probably caps out around a C+.  So let’s say it is an F, but a buil daround C+.

Hunted Whale - B

This is a pretty cool design that references Moby Dick -- which seems kind of random in a core set, but yeah.  So, a 7-mana 8/8 is probably just a C -- it is fairly efficient, but it also costs 7 so it isn’t exactly something that will be easy to cast.  But this card has a lot more than that going on -- first, giving your opponent the 1/1 is pretty nice.  It has a little bit of upside for your opponent -- after all, you are giving them an extra body -- but it also has the significant downside of making all of your opponent’s creatures attack, right into this 8/8 body and whatever else you have on the board.  There will certainly be times where your opponent would have been attacking anyway, and that’s going to suck -- but a decent amount of the time, this will force them to attack before they want to, right into your board, at which point the game might pretty much be over. The Whale also is hard to kill with removal spells because of all the extra mana it asks for to target it -- adding 3 to the cost is no joke, and it means that even if things go badly and the Whale is killed right away, you aren’t taking a huge tempo hit, because it is likely your opponent is paying at least 5 mana to kill it, and usually more.  The Whale won’t be ideal in all situation, but most of the time it will really help you out.  I don’t think it is a bomb, but I do think it is a B -- something you first pick most of the time. 

Jeskai Elder - C

This is a reprint from Khans of Tarkir, and it was fine there.  A two mana ½ with Prowess isn’t the most amazing right -- we have seen a few different two mana 1/3s with Prowess in the past -- but the damage trigger here letting you loot is pretty nice.  That said, a ½ can’t really threaten a whole lot of creatures as an attacker, even with Prowess, and the elder will rapidly become irrelevant on many board states, because it just isn’t big enough.  It is pretty nice on turn two, but after that it isn’t all that impressive.  I think it is just a C.  You’ll play it, but you’re kind of hoping for some better Prowess creatures.

Library Larcenist - D

I want to like this card, I really do -- it is cool having a version of this effect that draws you a card no matter what, instead of only on combat damage -- but the stats here are bad, and most of the time this will just be attacking into its own death -- and not even trading for anything, at which point you basically paid 3 mana to draw a card in a really round-about way, and that really isnt’ what you want to be doing.  If you put +1/+1 counters on it, back it up with tricks, or put Auras on it, maybe it gets interesting -- but I’m not convinced.  I don’t think you play this most of the time.  If only there were some Mutate in this format! Anyway,  I’m giving it a D. 

Miscast - F / C

Don’t play this in your main deck.  Most opponents won’t have enough targets for this to be worth it.  I think it is an F if that’s what you do with it.  However, against an opponent with lots of instants and sorceries, it does become a reasonably efficient counterspell.  I think it is a C as a sideboard card. 

Rain of Revelation - B-

This was in Modern Horizons, and it was pretty good there.  4 mana to draw 3 and discard one is a great rate, especially at instant speed.  It can help you trigger Prowess on your creatures, or can help you activate effects that give you bonuses for drawing extra cards -- in addition tot he fact that it just lets you dig pretty deep into your deck.  Blue decks will pretty much always want one copy of this, and I thinkt he first copy is actually something to go after pretty aggressively.  I’m giving this a B-.

Rewind - D

I think this reprint will get a lot of people excited, but I’ll say up front that it probably won’t be that great in Limited.  4 mana for a counterspell is a ton, and while this is “free” in a sense, that fact won’t matter in the vast majority of Limited games.  You just won’t have another instant or activated ability to spend that untapped mana on most of the time, so you’re just looking at what is basically a 4-mana hard counter, and that’s something that you don’t want to play in Limited.  Your opponent playing around it is pretty devastating, and it is a lot harder to do well tempo-wise with a 4-mana counter.  I can see decks coming together sometimes that are loaded up with instants and/or activated abilities, in which case it becomes a little better, but I think you steer clear most of the time.  I’m giving this a D.

Rousing Read - C+

I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d.  An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play.  Rousing Read does enough for me to want to play it.  It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state.  Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this.  It will be particularly nasty on the Megalodon!  I’m giving this a C+ -- I think Blue decks will play the first copy of this every time. 

See the Truth - D+ish

So, at worst, this is a Sorcery speed Anticipate, which isn’t too bad.  Generally, Anticipate is something that can make the cut as a 23rd of 24th card in your deck, but nto something you really try to play or anything -- I usually give it a C-.  As a Sorcery, this is clearly worse -- so it is probably more like a D+.  In Limited, you’re just not going to be able to make it so this lets you draw all three cards very often, so I don’t really want to take that into account with my grade -- so let’s just give it a D+.

Shipwreck Doswer - B-

I like this a lot.  A 5-mana 3/3 that returns an instant or sorcery to your hand is already a pretty good card -- it can help you get back a powerful removal spell while also having a large enough body to trade with something -- and that’s a 2-for-1 folks.  Adding Prowess to the mix makes it even more appealing, since it can become a 4/4 pretty easily, and usually at Instant speed.  Now, there is a downside here -- if your deck doesn’t have a decent number of spells, and you are just playing this as a 5-mana 3/3 that’s not going to feel too good.  However, I don’t think it is a stretch to say most decks will have 4 or 5 instants or soceries, and if that’s the case you’re looking at a pretty good card.  It is a bit awkward that you can trigger Prowess with ANY non-creature spell, and it can only return instants or sorceries, so keep that in mind -- but yeah, I think this is in the lower range of first pickable.  I’m giving it a B-.

Stormwing’s Presence - B+

This seems very nice.  I would definitely sign up for a 5-mana 3/3 that had Scry 2 in most decks, but this has a whole bunch of addition text!  Prowess means it will often be larger and will really be a nuisance in combat for your opponent, and the fact that it can reduce its cost is pretty crazy too.  If you have enough instants and sorceries around, double-spelling this won’t be a crazy thing to do at all -- it will be pretty commonplace, provided you have stuff that costs between 1 and 3, anyway.  And if you are casting this for three mana you’re getting an insane deal!  So, this gives you a sizable and efficient body in the sky, in addition to smoothing out your draws, and that is a pretty great card for Limited.  I think it stops short of being a bomb -- it isn’t utterly game-altering -- just highly efficient.  I’m giving it a B+.

Sublime Epiphany - A-

Wow this is strong.  Ok so, even with the bottom 3 options -- returning a nonland permanent, creating a token copy of a creature you control, and drawing a card, you’re looking at a super powerful card in Limited that will net you a 2-for-1 at least, and allow you to really disrupt your opponent -- you might bounce their best creature, and create a token copy to block one of their other creatures, for example.  Then, you add the counter-magic aspect of the card into the mix and it gets even sillier! If you actually counter a spell with this AND do all that other stuff, you’re going to be getting at least a 3-for-1.  Now, it is going to be tempting to be greedy with this, and hold on to it until you can counter something -- but it will often be optimal to just go for it when you have the bottom three options, so be ready to be flexible with this.  Overall, I think this spell has such a massive impact on the game that I’m willing to consider it a bomb.  I’m giving it an A-, I can’t imagine very many P1P1 scenarios where I don’t take this. 

Spiked Megalodon - C-

Big hexproof guys like this usually can find a place in Limited.  They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely.  It is a nice bit of additional value that this Scries when you attack with it, too.  Overall though, it is going to be only a handful of decks that really want to play the Megalodon, and even when you are in one of those decks, it won’t normally be something that is highly sought after.  I’m giving this a C-.

Teferi, Master of Time - B+

Teferi brings an interesting static ability to the table -- being able to use loyalty abilities at instant speed is pretty crazy, and it means you can use them on your turn and on your opponent’s turn. His abilities are pretty great, too -- looting twice every turn is no joke, and making an opposing creature phase out can certainly protect him to some degree, and then obviously enough, his ultimate is crazy and will win the game on the spot.  I think frequently ou’ll play Teferi, loot, and then use the phase out ability on your opponent’s turn to keep him alive for another couple of turns.  That will usually be enough to keep him around enough to help you loot three times, plus he absorbs some damage -- and that’s without him having a ton of protection to protect him anyway.  Teferi helps you rip through your deck, messes with your opponent’s board, and can end the game with his ultimate -- but I don’t think he is a bomb, and I think that might be true about all of the mythic walkers in this set that aren’t Ugin.  He’s merely a good card, and one you’ll take with early picks over most cards in this set, but I think he is held to a B+.

Teferi’s Ageless Insight - D / B

I don’t think I like this a whole lot.  It seems like a win more card, and it doesn’t directly impact the board in any real way, and that always sends up a red flag for me.  Now, there is a decent amount of looting and card draw in this set, and the Insight is definitely a payoff for a UR deck that is going to be about drawing extra cards, and there are some very real payoffs for that (including another card with “Teferi” in its name we will see momentarily), but even with that as a supported archetype, it is far from a foregone conclusion that Teferi’s Ageless Insight will be worth running in all of your Blue decks, or even all of your UR decks.  That said, if you can turn this into the engine that it has the potential to be, it is going to feel pretty awesome.  It probably needs to net you 3 cards before you feel great about the situation.  So, this needs a buildaroudn grade for sure.  I’m going to guess it is a D in an average Blue deck, but probably a B or B+ in a deck that gets there on triggering it -- this could mean it is worth taking pretty early since it has such a high ceiling. 

Teferi’s Protege - C

Just like the Planeswalker, Teferi’s Protege can loot.  As we’ve already discussed, Looting is great because it helps you get through your library and gives you nice card selection.  This looter also comes with reasonable stats for the investment as a ⅔.  It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games.  This is a solid Blue common.  I’m giving it a C. 

Teferi’s Tutelage - C+

Another Teferi card that loots! Tutelage is interesting her, and its name directly references Sphinx’s Tutelage, an Enchantment from the past that milled opponents when you drew cards.  The tutelage came with a repeatable loot effect, and it could mill more than two cards at a time, so it is probably the better card, and not a perfect comparison -- but it is worth remembering that mill decks were very real with Sphinx’s Tutelage, and with UR having a “draw extra cards” theme, Tutelage might also be making mill decks very real in this format, especially if combined with something like Teferi’s Ageless Insight.  That said, one does have to acknowledge that there is significant downside to milling -- you can enable graveyard synergies, and it doesn’t impact the game in any meaningful way until you get to the point where your opponent is out of cards and you win, so devoting lots of resources to this sort of thing can sometimes be a bad plan.  That said, I’m reasonably confident that Teferi’s Tutelage mill decks will be a real thing in this format, especially if you have two of them -- so I’m cautiously optimistic here.  For now, I’m going to say it is a C+ -- I could see it going higher as a build around, at least potentially -- but it is also the kind of card that could just be horrible if the mill support isn’t there. 

Tidal Whale - B-

Wow, I like this guy.  I’m always a fan of big ol’ creatures who have Cycling, and this is better than that -- since the ability gives you a little bit of card selection regarding what you draw.  Additionally, the -1/-0 effect has appeared a few time previously in Limited, and those times we’ve seen it, it seriously overperformed.  So, what you have here is a big expensive creature you can throw away in the early game, and in the later game, you have a huge creature who will have a considerable effect on the board, in addition to  the size he brings to the table.  I think all of that makes this first pickable.  I’m giving it a B-.

Tide Skimmer - C+

I like this card a lot.  If you know me, you know I love making skies decks, and I also love drawing cards -- and we have both in one card here!  A 4-mana ⅔ flyer is generally not worth playing unless you’re desperate -- probably something like a D.  But luckily this brings a pretty sweet ability to the table that can really turn into a card-drawing engine.  Sure, you have to have other flyers around -- but even if you only have like 4 flyers in your deck, you will be playing Tide Skimmer.  If you have 0 other Flyers, you’re not going to want to do it -- it gets that “D” grade -- but that will be pretty hard to make happen in Blue in this set.  Obviously this pairs the best with White, because those are the two colors with the most flying, and sometimes this will really take over games in a deck with a ton of flyers. Overall, I don’t think you take this early in the draft, but if by Pack 3 you see this and you have 7+ flyers in your deck, i think you should value it pretty highly.  I’m giving it a C+

Tolarian Kraken - C

This guy is a bit clunky, as a 6-mana 4/6, but his ability is a nice thing to have around.  At worse, you can do it once on your turn to get a blocker out of the way and enable some nice attacks.  If you have some ways to draw cards at Instant speed -- and you probably will in Blue -- that will be even better, because it will let you tap down things on your opponent’s turn which will also prevent a creature from attacking.  The 1 generic mana is a very reasonable cost for this nice effect.  All that said, the mediocre stats do definitely hold this card back, and I don’ think I am anywhere close to wanting to take it with a first pick.  I’m giving it a C.

Unsubstantiate - C+

I liked this the last time we saw it, and I’m sure I will like it here.  Two mana to bounce a creature at Instant speed alone is like a C, and this comes with the added upside of being able to target spells that are on the stack.  This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it.  You do go down a card just for tempo with a card like this, but that is often worth it.  I think this is a C+, I don’t see a Blue deck ever cutting the first copy.

Black

Archdemon’s Receptacle - D

This is a neat design, and has some real potential in constructed -- but it seems like it will be too hard to make it work in Limited.  A one mana 1/1 with lifelink is generally not going to be worth playing at all, it is quickly outclassed in most games.  This format DOES have a life gain archetype, so its ability to gain you life matters a little bit -- but you will need to have at least a couple of ways of getting this into play from your graveyard for it to be worth it. For that reason, I think it is just a D. 

Bad Deal - C+

The design here is pretty cool.  6-mana to potentially get a 4-for-1 certainly intrigues me, but we have to look at this realistically.  A lot of the time by the time you cast this, your opponent won’t have much in their hand anyway -- so it has diminishing returns in a lot of games.  That said, the fact that it isn’t just a discard spell, and instead does something all game long -- which is draw you 2 cards and do 2 damage to you and your opponent -- being able to do that all game long is nice.  When you do actually get your opponent with it, it will be absolutely backbreaking -- but don’t count on it always happening in that optimal way.  Still, I think most grindy Black decks will want one copy of this.  I think it is a C+.

Carrion Grub - C+

So, how high does the power need to be here for you to feel like you’re doing alright?  Well, honestly, a 4-mana ⅖ is a decent enough deal -- especially when it mills you four cards and enables ograveyard strategies like this can, and I think most of the time you won’t have a problem getting this to be a ⅖, and it will often be larger.  It doesn’t have evasion or anything, but the self-mill and good blocker -- which can later become a better attacker potentially too -- is pretty nice.  I like that they decided to let its power continue to change while it is in play, instead of simply having it check what the highest power is when it comes down, too.  This may have some potential combat-trick-esque effect -- say, if you can sacrifice a creature or discard a card or mill yourself at instant speed, and suddenly bump its power up.  I feel like this is pretty close to getting into the B range, but I’m going to start it at C+.

Demonic Embrace - B

If you’ve been with me for a set review before, or watched my draft videos, you know that I am not a huge fan of most Auras, because they open you up for a 2-for-1, and many auras just aren’t worth that risk.  Demonic Embrace is one of those Auras that can get around that problem for the most part.  This is because you can cast it from your graveyard, and the bonus it gives is pretty serious.  +3/+1 and Flying will make almost any creature into a threat, and even if your opponent kills that creature -- you have Demonic Embrace ready to come back from your graveyard and make another creature into a threat.  The cost of bringing the Embrace back is certainly real -- 3 life and a card are no joke -- but most of the time it will be worth doing because the bonus here is so impressive.  I think you first pick this a lot of the time.  I’m giving it a B. 

Duress - F / C

We have seen Duress a million times, and like usual -- you don’t want this in your main deck.  It is an F if you do that.  Creatures and lands are the most common card types in Limited, so Duress can wiff very easily.  It is worth siding in against opponents who are spell-heavy, and I think it is a C when you can do that. 

Grasp of Darkness - B

Last time we saw this it was uncommon, and it felt right at uncommon because it was such a strong removal spell.  That means it is going to be a really amazing common! Two mana for -4/-4 at instant speed is an amazing rate -- it can outright kill X/4s, which will generally cost more than two mana, and it can even be used to help take down larger creatures in combat.  You’re going to first pick this over most of the cards in this set.  I’m giving it a B.

Sacrifice Demon  - C+

The design here is cool, he is kind of a like a gigantic Fleshbag Marauder of Merciless Executioner, and that seems pretty good to me.  Sure -- you have to have a creature to sacrifice to be able to play him in the first place, and you won’t always have the ideal creatures to give up for it -- but a 5/5 Flyer can end games, especially one that makes your opponent lose a creature too.  It will be hard for you not to come out ahead -- you theoretically drastically upgrade your creature, while they lose a creature on their board.  The set up here is real -- but BR is about sacrificing, so it can even get a little extra value out of this.  I do think the set up is real enough that I want to avoid first picking this, but this is a card where I would not be surprised if I am underrating it.  I’m giving it a C+.

Grim Tutor - D

This set has some awesome reprints for the EDH crowd -- but most of the cards they reprinted with that audience in mind also aren’t very good in Limited.  Grim Tutor is great in a 99-card singleton format where you get to build your deck out of any and all the cards ever, since it will be netting you a powerful card or one that is great in a given situation -- in Limited, Grim Tutor’s functionality is nowhere near as high.  Sure, you can get that removal spell you need, or find a bomb, but paying 3 mana dna 3 life for that isn’t a great deal, especially because for many cards you search up, you won’t be able to cast it the turn you get it either!  In many ways, this amounts to a 3-mana draw 1 -- it is admittedly a little better than that -- but still, I only see myself playing this in a super controlling deck that is planning on winning with an incredible bomb, because in those situations you have a few targets that are at least intriguing, but even then I’m not very intereste din this.  I’m giving it a D. 

Hooded Blightfang - B-

They have been pushing these “keyword lord” type creatures a lot lately, which sort of makes sense, it is design space they have surprisingly done little with so far.  Anyway, a 3-mana ¼ with Deathtouch is probably a C or a C+ -- being able to block and survive against so many creatures is great, and with deathtouch around, the best your opponent will be able to do is trade.  The Blightfang, though, can actually be aggressive as far as 1/4s go, because it drains 1 life when it attacks, meaning it threatens 2 damage any time it attacks, while gaining you one life, and a ¼ Deathtouch isn’t something that is easy to block on many board states. The planeswalker aspect will come up, but only very rarely.  Obviously, the more deathtouch creatures you have, the better, but even on its own, Blightfang is a good card defensively and offensively, and I think it does enough to get into the lower range of first pickable.  I’m giving it a B-.

Karvek - D / C

This version of Kaervek is interesting. So, because his effect is symmetrical, you don’t really want to be playing him in a deck with lots of X/1s, or even a deck that is very creature heavy.  If you do, you’re just playing a 4-mana ⅔ that will have more downside than upside a little bit too often. However, should you end up in a Black-based deck that runs very few creatures, that’s where this might be worth running. -1/-1 to the whole board is no joke, and really makes it challenging for opponents to find a way to do lethal to you before you win the late game with a grindy deck.  Problem is, ending up with a deck like that is not always easy, so I think most of the time, you just don’t want Karvek in your Limited deck.   Consider bringing him in in out of hte sideboard against someone with lots of X/1s, but for now I’m going to say Kaervek is a D in your main deck, and maybe a C in a deck that can really utilize him, or a deck that brings him out of the sideboard. 

Liliana, Walker of the Dead - B

So, this new Liliana seems nice for Limited, though I don’t think she’s a bomb.  Her +1 is nice because it simultaneously takes cards away from the opponent, eventually damaging them if they don’t make sure they have something to discard.  That discard effect is symmetrical, so keep that in mind -- but it also synergizes well with her -3, which is a nice effect if you can get some cards in your graveyard.  Cards in your graveyard will happen organically of course, but there will undoubtedly be times where she comes down and the best you can do with it is give -1/-1 to something, which won’t be enough a lot of the time, especially as you lower her loyalty to one.  Her ultimate is also powerful, and synergizes with her +1 quite well.  It is definitely the kind of ultimate that can end games, and it is great you reap the rewards right away -- not only does the creature reanimate when you go to combat, it has Haste, so you can send it in right away if you need to.  So, I think the whole package here is a very good card for Limited, but she isn’t a bomb planeswalker -- those are the kinds that can actively protect themselves, and have removal effects that take a lot less effort than Liliana.  Still, you probably take her over most of hte cards in the format.  I’m giving her a B. 

Liliana’s Devotee - B-

So, there are enough Zombies in this set that a 3-mana ⅔ that gives +1/+0 to all Zombies is probably worth playing already, but I think what makes this card extra good is the ability to make a Zombie token at the end of your turn if a creature died that turn.  Obviously, it will be a 3/2 Zombie as long as the Devotee is around.  Paying two mana just won’t be possible sometimes, but it is the kind of thing that can really torment your opponent late, since you will be able to attack aggressively into their trades, and then get a Zombie at the end of your turn.  I think the reasonable floor here, coupled with a fairly powerful ability, makes Devotee a card that I want to be taking with a first pick sometimes.  I’m giving it a B-.

Liliana’s Standard Bearer - B+

I like this card a lot.  A 3-mana 3/1 with Flash is probably a C- or so on its own, since it can flash in and trade for X/3s in combat -- but that usually won’t be what you want to do with this.  Ideally, you want to trade for some of your opponent’s stuff when they attack you -- or when you attack them -- and then Flash this guy in to draw several cards.  Even if you’re only drawing one card off of this, you are in business -- anything more than that and it just gets silly.  While it does require some set up, it isn’t exactly far-fetched to have a creature or two die to enable this.  I think the card advantage this can give you is impressive, and makes it worth taking most of hte time when you see it.  I’m giving it a B+. 

Liliana’s Steward - D

I don’t like this very much.  Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small.  A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.  I think I’m going to avoid playing this most of the time.  I’m giving it a D. 

Maleficent Scythe -C+

So, we’ve seen Equipment like this before -- like Banshee’s Blade -- and in the past it hasn’t been costed so that it is actually worth playing -- I think they changed that here.  A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is either a D+ or a C- -- so not great, but playable.  This has more upside than that, as it progressively grows throughout the game, and I think that additional upside is enough to make this a nice piece of Equipment for Limited.  I’m giving it a C+

Massacre Wurm - A

This is a reprint.  It was a bomb last time, and it will be this time too.  A 6-mana 6/5 that gives -2/-2 to only your opponent’s creatures is very powerful.  Obviously this can kill X/2s outright, but you can also set up situations where he comes down and kills bigger things too, if you attack your opponent and they block in various ways.  The life loss is no joke either, and -- as the name implies, this can really massacre the board and your opponent in many scenarios.  You can also play it in your first mainphase to enable attacks, and then force your opponent into ugly blocks they have to do to survive, while they still lose life.  Sometimes it will just be a 6/5, but that won’t happen often, and as far as fail cases go, it could be worse!  I think you first pick this when you see it.  I’m giving it an A.

Necromantia - F

So, when I first saw this card, I misread it and thought they had finally given us a Cranial Extraction effect that impacted the board!  Giving you a 2/2 zombie in addition to that effect for three mana would actually be a pretty good card -- but alas, that isn’t what we have here -- instead, it gives your opponent a Zombie if you name a card in their hand.  This type of card is always bad in Limited, because 1) it doesn’t impact the board at all, and 2) It is difficult to know what to name in Limited, especially in Bo1, and 3) even if you DO hit something with it, you have to think about how likely it was your opponent would have drawn the card anyway -- and in most cases, it isn’t that likely.  So generally if you’re playing this, you are basically mulliganing and paying 3 mana with your opening hand -- so don’t do it.  This is an F. 

Peer into the Abyss -  C

Well, this is pretty wacky, and definitely a “Greatness at any cost” card for Black decks.  So, a lot of the time this will help you reload your hand, and not only that, but you’ll end up with some insane card selection, keeping whatever cards are the best in the top half of your deck.  Keep in mind, if you are spending the 7 on this, you probably aren’t doing anything else on your turn, so you won’t get to hold on to all of those cards, you’ll have to discard down to 7.  The fact that this doesn’t do anything to change the board is a bit of a concern, as if you’re behind you’re just going to end up even further behind after you cast this.  Sure, if you get to untap you might be ok, but it will be hard to find the time to cast this -- and don’t forget you’re also lowering your life while you’re at it.  This is a weird one to judge, as I can see most controlling Black decks running one of these for the late game, but I also don’t think you really want to be going after it early, since it is such a dead card until that part of the game.  I think that this really just ends up being a C. You will win games when you get to cast it and untap, but counting on those things is a bad idea.

Pestilent Haze - C

This kind of card is usually not ultra impressive in Limited.  It is hard to find situations where this really works -- you need it to impact your opponent’s side of the board more or it just isn’t worth it.  And while the loyalty counters thing is a nice additional option, it won’t come up much in Limited.  Basically, I think this is just a C. You’ll play it in a control deck, and some opponents will be really devastated by it, but finding the situation where it lines up just right isn’t as easy as it might seem. 

Riddleform - C

This is a reprint, and I kind of feel like it underperformed last time we saw it. The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing.  The question becomes: how many times does this have to become a Sphinx to be worth while?  And I feel like the answer is: at least twice.  And that is perfectly doable within a spells deck, but this card really isn’t going to be the kidn of payoff that takes over games for you.  It is just a solid payoff you’ll include in your deck.  I don’ think I want to go above a C here. 

Silversmote Ghoul - C / B

A couple days ago we saw some nice life gain payoffs in White -- here’s one in Black!  A 3-mana 3/1 that can sacrifice itself to draw a card would probably be something like a C on its own, but the extra value you get out of this Ghoul in a life gain deck is no joke.  Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1.  Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you.  I really like that this has a reasonable floor, and an impressive ceiling, it makes first picking it worth it.  I’ll give it a build around grade -- let’s say a C in your typical Black deck, and a B in a deck that really gets there on life gain.

Sink - B-

This is nice removal.  Sure, its situational, but it does its job efficiently enough, and it isn’t like the situation it asks for -- a creature or planeswalker with CMC 3 or less -- is going to be farfetched.  We see cards like this alot, and they are always worth taking highly because of their efficiency.  Being instant speed is grea ttoo, as that can allow you to manufacture some very real blowoouts -- and you will frequently be paying two mana to kill something that costs 3, and that’s some real tempo.  This is in the lower range of first pickable for me.  I’m giving it a B-.

Thieves’ Guild Enforcer -

I’m reserving judgment on this for now, as it does really depend on how many other Rogues are in the set. 

Vito, THorn of the Dusk Rose - B-

This guy has a cool design.  Anyway, the BW color pair is about gaining life in this format, so Vito will have a very clear home there.  Even without being in that deck though, Vito can make your creatures a huge problem for your opponent later in the game, since giving your whole team lifelink is no joke.  There will certainly be board states where you have Vito down and no matter how your opponent blocks, they are dead because of Vito’s lifelink ability and his static ability combined.  In the early game he won’t be doing a ton, outside of a deck with some other life gain going on, but still -- he can represent some serious damage all on his own, and if you really manage to build a life gain deck, he will be truly oppressive.  He is a bit vulnerable, and needs some help int he early game to be a factor, but I think he does enough to be in the lower range of first pickable.  I’m giving him a B-.

Village Rite - C-

I think it is fair to compare this to Tormenting Voice.  Both cost you two cards to get you two cards.  And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose.  If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.  I’m giving it a C-.

Red

Battle-Rattle Shaman

This is a nice reprint from Lorwyn, I think.  This type of effect is easy to underrate, I think -- but don’t make that mistake!  +2/+0 to a creature every combat makes creatures able to attack that could not have attacked before! This is especially spicy with creature tokens, who are pretty expendable, but turning them into 3/1s makes them into more of a problem for your opponent.  Note by the way, in a pinch, the Shaman can also target himself, making the fail case of the card less miserable than it would have been otherwise.  I’m not saying I think you should take this super early or anything -- after all, the creature has a pretty weak body for 4 mana, even if it can be a 4/2 on your turn -- but it is a serviceable card for Red decks that will really help them find ways to send in attackers in a way they couldn’t before.  I’m giving it a C+.

Bolt Hound - B-

A 3-mana 2/2 with Haste usually isn’t anything special, probably a D+. But, this is a lot more than that.  The Warcry effect here will be adding additional damage to the board, and will often enable creatures to attack who just couldn’t before.  The Hound is obviously going to really shine in aggro decks, especially those that go wide.  And, if you can keep it alive after that first attack, it will do it again on the next turn! There will definitely be some games that start with 2-drop, bolt hound, and attack for 5 -- and then you can do it again the next turn!  This set seems to have the makings of a very legit aggro deck, and I think for that reason you can reasonably go after Bolt Hound with an early pick in some scenarios.  I’m giving it a B-.

Brash Taunter - B

Well, this is an odd one. 5-mana for a 1/1 indestructible would probably be an F.  A creature that can just block forever and can’t even kill most things in combat just isn’t worth it -- but the rest of the text here is nice, because it means that blocking forever is bad news for your opponent, since the Taunter will do some considerable damage to your opponent when it blocks their creatures.  This is further augmented by the fact that you can fight with the Taunter, so even if your opponent stops attacking with their biggest creature out of fear, the Taunter will still pick a fight with it, and that is going to give you a source of some very serious damage. You can even Block something AND fight it all in the same turn -- which means he can actually take down X/2s, which might matter sometimes.  Yeah, this is a cool design, and I think the result is actually a pretty good card, one that you will first pick pretty often.  I’m giving it a B. 

“Bufon agitador” - B-

So, a 5-mana 5/5 is usually at least a C in Limited, and this comes with some powerful upside -- letting you ping something every time you sacrifice a permanent.  It does this without asking for an additional mana investment of any kind -- so, as we saw with Mayhem Devil in the past -- that is a very powerful ability.  You have to end up with some sacrifice action going on, but if you’re in Black-Red especially that won’t be all that hard.  On top of that, the floor here is just very reasonable, as it is an efficient creature.  I think that makes me want to take this with a first pick in some weaker packs.  I’m giving it a B-. 

Chandra, Heart of Fire - A-

This Chandra seems pretty powerful.  Her first +1 can give you some serious card advantage in the later stages of the games, effectively allowing you to draw 3 cards a turn once you end up in a situation where you don’t have cards in your hand.  Sure, you won’t be able to play them all every turn, but the ability will still result in being an additional card on turns in the late game at worst.   Her +1 kills small creatures, or can even threaten your opponent by damaging them.  A planeswalker who can draw cards and be repeatable removal tends to be good, and that’s what we have here.  Her ultimate is no joke either, since she will often be letting you cast enough spells that you can end the game.  Theoretically you will have the 5 mana you used to play her +6 thefrom the ability, so you get to search up at least 11 mana worth of spells and just fire them all of on the same turn.  I think the card advantage and the removal do enough here to get Chandra into the lower range of being a bomb.  I’m giving her an A-.

Chandra’s Incinerator - B

So the worst case here is a Red colossal dreadmaw, and that is going to be worth a C or so, but this does more than that -- since it can reduce its cost, and allow you to turn burn you point at your opponent into removal spells.  Now, setting this all up won’t be incredibly easy in Limited, but most Red decks will have sources of non-combat damage, and just having a few of those will usually make this a really good card for you.  If you can do 3 to your opponent and kill their X/3, you’re going to be getting some serious value no matter what -- and if you can do it multiple times, it will just be silly.  It takes some setting up, but nothing insane -- and for htat reason I think this is worth taking early, especially with such a reasonable floor.  I’m giving the incinerator a B. 

Chandra’s Pyreling - C

So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4.  As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the Middle.  For now, I am a bit skeptical of how often you will be able to make the trigger happen, and as a result I want to start this at a C. 

Chandra’s Magemutt - C+

Two mana 2/2s are borderline playables in Limited, even if that is all a card does -- adding this ability to the mix makes a big difference though.  The ability to do 1 to the opponent every turn means that the Magemutt stays relevant all game long, after being a decent play on turn two.  This will end up threatening a lot of extra damage ont he opponent -- and by the way, this is noncombat damage for cards like the Incinerator we just looked at.  This is a high quality common, though not one I want to take with a first pick.  I’m giving it a C+

Conspicuous Snoop - D-

This card is pretty neat -- and even quite powerful -- but that’s probably only true in constructed formats.  This set just doesn’t have enough Goblins for playing this to make sense.  Sure, his baseline is as a 2-mana 2/2 that gives you information about the top card of your library -- but it is information you’re also giving your opponent, so that upside is kind of a wash.  It has a challenging casting cost for turn two as well, and that makes it a bit worse, because it isn’t even a regular old easy-to-cast Girzzly Bear, having two Red on turn two is not a guarantee.  I think all of that means you only play this in this format int he worst of situations.  I’m starting this at a D-.

Double Vision - F // B

This kind of card usually isn’t going to be worth it in Limited.  It looks like a lot of fun because that text box is so sweet, but the fact is that it is a 5-mana Enchantment that doesnt’ do anything to impact the board immediately, something that can get you in a lot of trouble.   If you untap things can get pretty sweet -- but they aren’t guaranteed to at all, you have to have an instant or sorcery to get copied to reall reap the rewards.  Your average limited deck has 3-5 instants and sorceries, and that’s nowhere near enough.   You have to really get there on instants and sorceries to ever want to be playing this, and while I think that’s doable, it isn’t going to be easy.  For that reason, I think I would say most decks in this format should not be playing this, but if you get -- say, 10+ instants or sorceries, it becomes worth doing.  Keep in mind you can’t chain a bunch of instants and sorceries together and get copies of all of them in one turn, this only works on the first instant or sorcery on a given turn.  I’m going to give this an F in your typical Limited deck, and a B in a deck that can really abuse it.

Fiery Emancipation - B+

Triple damage is some pretty exciting text, and while this is kind of a clunky Enchantment, it will normally have a huge and immediate impact on the board -- provided you have creatures, it is going to make your board incredibly frightening the turn it comes down.  No matter what creatures you have, as long as you have a few, this will usually be a huge issue for your opponent.  Now, it does have an ugly failcase where you have like one thing in play, but the decks that want to play this in Limited will be fairly creature heavy.  Even if you’re behind, it suddenly makes your blockers a heck of a lot more lethal.  So, I do think its ugly fail case prevents it from being a bomb, but I think this gets pretty close.  I’m giving it a B+.

Furious Rise - D // B-

This is a reprint, and it was not a 4-power payoff last time, and I assume it will be here too.  It effectively draws you an extra card every turn, and that’s the kind of advantage that will win you the game after you trigger it a few times -- it is just hard for your opponent to keep up with that.  It is obviously a build around -- an aggressive Red deck that doesn’t have creatures with high power won’t play this, and it is unlikely a UR spells type deck would either -- this is mostly here for the RG deck, which is all about 4 or more power, and in that deck, I think it will be a B-.  

Gadrak, the Crown-Scourge - B-

So, the fail case here is a 3-mana 5/4 Flyer with Defender -- that’s actually a kind of reasonable card in Limited.  It can lock down lots of creatures for a reasonable investment.  It would probably be something like a C-, maybe even a solid C -- but this obviously comes with more upside than that. Making a treasure token at your end step for every nontoken creature that died during your turn is pretty nice -- it gives you a solid source of fixing and ramp, something Red doesn’t always have access to.  In addition to that, if you have enough artifacts -- which Treasure tokens are -- Gadrak can start attacking, and that will be pretty sweet.  Keep in mind, you can play this after a particularly messy combat, you may find yourself making at on of treasure.  Most of the top, it is probably reasonable to expect he makes you one treasure on a given turn -- but that’s still pretty nice.  Gadrak is something of a build around -- but one that works pretty well in most decks.  If you need a defensive creature he can do that, if you’re in the BR sacrifice deck, he can both pay you off for sacrificing things and give you Treasure to sacrifice, and if you’re in an artifact deck, he will be able to attack more often than normal.  So, while there are some hoops to jump through, I think most Red decks in this format will find a spot for Gadrak, and I even think he is worth taking with a first pick in some weaker packs.  I’m giving him a B-. 

Goblin Arsonist - C

So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play.  It can also just ping the opponent for one when that is going to be meaningful.  It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.  I think this is a C -- you’ll play them for sure, but it isn’t going to be anything close to a gamechanger for you.

Heartfire Immolator - B

This is a strong Uncommon.  You could take Prowess away from this and have it be a B-, or you could take the Sacrifice effect away and it would probably be a C+.  The two abilities together have synergy too, obviously, since Prowess will raise his power.  Basically this is a two drop that is relevant all game long, can attack well and threaten to grow, and has an ability that can function as removal.  This is one of the best uncommons in the set, and one you take with a first pick most of the time.  I’m giving it a B.

Hellkite Punisher - C

This is a big ol’ dragon, and it is going to be an alright finisher for decks.  Costing 7 and not doing SOMETHING that allows it to leave value behind even if it dies is pretty rough though, and there are going to be some big swings in games where one player sticks this and can swing for 10+ the next turn -- but if the opponent has any removal at all, the player who played the Punisher is going to be in a world of hurt because of the tempo.  I think this is just a C.  A big finisher you’ll run in some Red decks, but won’t really play in more aggressive decks -- and really, you’re kind of hoping you find a more resilient finisher than this one.  

Leaping Augur - C+

This seems like a solid little spells build around.  I mean, a 4-mana 0/4 that lets you get rid of some cards in your hand to dig deeper into you library would probably already be a borderline playable, but this is very rarely just going to be a 0/4.  There’s no guarantee that it will be huge by turn 4 or anything, but the fact that it gets larger throughout the game is nice -- and obviously, you can make sure spells end up in your graveyard with that ETB trigger.  Although, msot of the time, I wouldn’t recommend it, since casting the spells is generally going to give you more value.   Overall, this seems like a solid card -- it is sort of a build around, but like I said -- the fail case here is still kind of ok.  I think overall, this gets a C+.

Soubira - B

This is a pretty sweet card.  A 3-mana ⅔ with Haste is usually in the lower range of playable, and she comes with two nice activated abilities.  Making other power 2 or less creatures unblockable for only a single mana means that she can represent some serious inevitability for your opponent, and her card draw effect is a great way to help an aggressive Red deck reload.  Red decks are notorious for running out of gas too early, but Soubira makes it hard for that to happen.  You do have to build around Subira to some extent -- you need to be a pretty aggressive low-curve deck -- but I don’t think that’s a huge ask, especially when the fail case is still a fine card.  I’m giving her a B -- you should be first picking her.

Soul Sear - B

3-mana to do 5 at Instant speed is quite good, and certainly premium removal.  That is not hard to trade up with, and it can really manufacture some blowouts thanks to it being an Instant.  The “turn off indestructible” part of the card usually won’t make a huge difference, but it will matter sometimes.  I think this is good enough removal that you can first pick it pretty often.  I’m giving it a B.

Transmogrify - F

Well, Red usually gets at least one Rare or Mythic that is a super random card that looks like fun, but isn’t so good in Limited, and that’s what we have here.  Most of the ways you could use this, you are really relying on chance.  If you use it on your opponent, you have to hope they get a worse creature -- something that is a safe bet if they have a bomb in play, but something that is definitely not guaranteed against most creatures.  If you use it on yourself, you kind of have to hope that you hit something better.  Now, sure -- you could use this on a creature token, but even in cashing in a token for a random creature for 4 mana isn’t going to be worth it way too often.  I think it is best to steer clear of this.  I’m giving it an f. 

Terror of the Peaks - A

Well, this is a bomb.  You can really tell because when you chop up the card, it is still really good.  Take away any of the three abilities it has, and it would still be incredibly good! But it has all of them -- including a highly efficient evasive body, an effect that punishes opponents if they kill it, and the last ability which really pushes it into insane territory, which lets you turn every creature you play into a removal or burn spell.  I like that even if they kill it before you get to untap and go crazy, they are at least taking 3 damage, too.  This is an easy first pick, and a contender for best card in the set.  I’m giving it an A. 

Treacherous Greed - C

I think this is one of the better Threaten effects we’ve seen, at least for Limited.  The best thing to do with a temporary steal effect like this is to sacrifice the creature you steal for value.  Frequently, these types of effects are held back by the fact that you have to have extra mana for many sacrifice effects, so paying 4 or so for this usually makes that hard -- but the fact this gives you back mana means it will be a little easier.  I would caution you against thinking of this as “fixing” even though it is mana of any color, and that’s because you generally won’t have enough mana left over after doing this for it to count towards helping you splash.  Now, if you do already have decent mana for a splash, it certainly won’t hurt.  All that said, it is still a threaten effect, and they tend to have serious limitations -- namely that they are highly situational.  But still, I think a lot of Red decks will run the first copy of this and feel ok about it.  I’m giving it a C.

Volcanic Salvo - B

So, 12 is a silly amount of mana, and in an absolute failcase where your board is empty, it is going to be pretty painful to have this in your hand.  That said, your situation won’t usually be that dire, and I don’t think it is unreasonable to imagine paying 7 for this.  7 mana to do 6 to two creatures is a great deal, and a powerful 2-for-1.  If it gets any cheaper than that, things start to get really silly -- but I would guess the average is somewhere between 6 and 7.  Still, this is the kind of card that can quickly get you back ahead from behind, by killing two powerful creatures.  This has a serious downside to be sure, but I don’t think the worst-case scenario will be all that commonplace -- nor do I think paying like 3 mana for it will happen alot either.  All of that makes this a card I want to take early, though.  I think this is a B. 

Green

Azusa, Lost but Seeking - D

So, this card is great in some constructed formats, like Modern, and it is a great reprint for EDH too -- but in Limited?  She’s not very good.  Yes, playing extra lands is great -- but the decks that can really abuse her in constructed are capable of things you just won’t be able to do in Limited -- like drawing tons of cards, or playing and replaying lands that bounce over and over again.  She will sometimes come down on turn three and let you get to 5 or 6 mana on the next turn, and that will be nice -- but it isn’t going to be what happens with her most of the time.  You frequently won’t have the extra lands to really take advantage of her ability, and if you draw her in the mid-to-late-game she is all but useless.  IF you end up in a ramp deck that is also good at drawing cards she could have some hope, and that’s why I think I’m not giving her an F -- but she isn’t much better.  I’m giving her a D. 

Canopy Stalker - C

Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent.  Life gain being attached to this is kind of nice too.  But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine.  I think this is a solid playable, but not much more.  I’m giving it a C. 

Colossal Dreadmaw - C

Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before.  But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.  I’m giving it a C. 

Cultivate - C

This is a pretty classic ramp spell, and it is one I always like in Limited.  This is because it also provides great fixing, potentially even enabling you to splash a double-colored card, since it can grab you two lands.  This is definitely fixing you’re going to be on the look out for if it looks like you’re going to be a three colored deck, and even if you aren’t, there will be some decks interested in the ramp this can give you.  Still, fact is not all decks will want something like this, and I think that holds it to a C, with the caveat that -- if you’re looking to splash a bomb or something, you should value this pretty highly.

Dormant Tyranodon - C+

A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents.  Once you get to the point where it can attack, it will feel like an even better investment -- though by the time it can attack, a 3/3 usually isn’t ultra impressive.  Keep in mind that in this case, if you put a +1/+1 counter on him -- something that won’t be hard in GW -- he can attack, since he counts himself when he looks for a creature with 4 power.  Overall, this seems like a really good two drop for multiple types of Green decks in the format -- the ones all about high power, and the +1/+1 counter ones especially.  I’m givint this a C+.

Elder Gargaroth - A

A 5-mana 6/6 with those three keywords is a B at worst -- but the additional value the Gargaroth brings to the table is enough to push it into the bomb range.  Most often, you’ll probably find yourself making a Beast token or drawing a card.  The Beast token option is great, because it allows you to add to the board in a very tangible way  That option makes it so you can be pretty aggressive on many board states, since it provides you with an extra blocker.  Drawing a card is something worth doing if you already have a nice board presence, and gaining life is something you’ll do when you’ll be dead when you don’t do it.  The fact it gives you an option between these three things are great, and the fact that it has Vigilance and Reach means that it will often be doing these things when your opponent attacks too, since you’ll generally be able to block their stuff.  Now, while the Gargaroth does a great job of giving you value if you go to combat, he is vulnerable to removal spells, since he doesn’t make sure you get something out of the deal in that situation, but still.  His size means there isn’t a plethora of removal that can deal with him at lower rarities, and really pointing out that he “dies to removal” and doesn’t give you any value back is pretty nitpicky.  I still think the whole package here is enough to be a bomb.  I’m giving it an A. 

Feline Sovereign - C+

There are enough Cats and Dogs in this set that Feline Sovereign’s first static ability will have a very real impact on board states.  Even on its own, the Sovereign represents a 3-mana ⅔ who can blow up artifact or enchantments when it hits the opponent, and that is probably enough for a C- or a C.  If your deck even has 3 or 4 other cats, the Sovereign will perform better than that, and I don’t think it is far-fetched to think that will happen.  Overall, I think this is going to be a nice card in most Green decks -- with the potential to become really powerful if you go crazy on Cats.  I think all of that makes it a C+.

Fierce Empath - C

This is a nice reprint for a lot of formats-- one that I think will fair a little better in Limited than Azusa.  So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable.  The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card.  Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature.  Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is.  So, where does the Empath fall with all that said?  Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable.  Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right?  But the downsides of the card do keep it from being more than just a solid playable for me.  I’m giving it a C. 

Fungal Rebirth - C+

So, this type of effect -- 3 mana to get a permanent back at Instant speed -- usually isn’t usually playable unless it brings something else to the table -- think Pulse of Murasa. I think Fungal Rebirth does enough to be playable -- sure, sometimes you won’t get the Saprolings, but if you’re doing it a decent chunk of the time, you’ll feel pretty good.  This will feel pretty darn close to Eternal Witness when you get those Saprolings, and that’s a great place to be. Obviously, you can make sure that this happens to some extent -- like by trading your creature when your opponent attacks, and then fungal rebirthing at the end of their turn, returning that creature, and getting those Saprolings. In my experience, it isn’t always quite as easy to set things like this up as it might seem, but I still think it is probably very doable.  I think most Green decks will want the first copy of this, but I don’t think you go after it super highly.  I’m giving it a C+.

Garruk Unchained - B+

The new Garruk looks strong to me.  I always like Planeswalkers who can protect themselves with creature tokens, and Garruk definitely does that.  Like pretty much every Garruk, he makes 3/3 Beasts.  It is nice that he can even gain back some of the loyalty he pays if your opponent has more creatures than you too.  His +1 will allow you to push through damage on most board states, and obviously his ultimate will win you the game if you get to it.  Like most of the planeswalkers in this set though -- I don’t think he is quite a bomb.  The fact he can protect himself is nice, but the fact he has to pay loyalty to do it hurts his case a little bit.  I’m giving him a B+.

Garruk’s Herald - B

A 3-mana 4/3 who can’t be targeted by Black stuff is a pretty solid card already, and the Herald has a hugely powerful combat damage trigger, which will generally be allowing you to draw an extra card every turn.  Now, despite the efficiency, if you get this guy late he will often be unable to successfully attack and survive -- but if you can get him down early and even just in one hit, he will more than pull his weight.  I think this is strong enough that you first pick it most of the time.  I’m giving him a B. 

Garruk’s uprising - D+ / B-

This is definitely a build around, but a pretty good one.  We have seen 3-mana Enchantments that draw you a card any time you play a power 4 or higher creature before -- this obviously blows that out of the water by having all sorts of other text.  Drawing you a card when it comes down, provided you have the right creature in play, and giving trample to the whole board is a nice additional thing to add.  That said, this will be very difficult to play in a deck that only has something like 3 creatures who have 4 or more power -- just giving trample to the whole board just won’t cut it -- you need to be drawing when it comes into play and/or a couple of times after it comes down, and even though this card is Green, I don’t think you’re guaranteed to pull that off.  I’m going to say this is a D in a typical deck in the format, and a B- ina  deck that really gets there -- it will be an awesome engine in some decks. 

Garruk’s Beasty - D

I don’t think this is a very good vanilla creature.  It hits hard I guess, and has high power for the RG deck, but man -- those stats aren’t very efficient.  Even Yargle was a 9/3 for the same cost, and that was in a set with a legendary matters theme -- and he still wasn’t very good.  I think you avoid playing this most of the time, but you’ll do it if your deck has enough high power payoffs.  I’m giving it a D.

Jolrael, Mwonvuli Recluse -C+

So, Jolrael is back, and she has a new card!  Her ability to make Cat tokens any time you draw a second card in a turn is pretty amazing, and is where most of her value will come from.  Green isn’t normally the best at drawing cards, but in this set the UG archetype is all about drawing cards --and pairing with Red probably means some card draw too..  Her activated ability is somewhat awkward, as when you have the six mana to pay for it, you generally won’t have that many cards in your hand -- even if you are drawing extra cards.  Still, it is some reasonable additional upside to have -- sometimes making the whole board into 3/3s is going to be worth it.  Overall, I’m not overly impressed with Jolrael -- she is small and vulnerable, not the easiest thing to build around in Green, and her activated ability is less than stellar.  I think she falls short of being something you want to be first picking.  I’m giving her a C+.

Llanowar Visionary - B

Wow, this is a strong common.  If you just had a 3-mana 2/2 that tapped for Green, it would be solid -- if you just had a 3-mana 2/2 that drew you a card when it entered the battlefield, it would be pretty good.  This card is basically Llanowar Elves and Elvish Visionary stapled together -- in terms of the name and the effects.  So, this ramps you, and can also pretty easily give you a 2-for-1 because of the card it draws.  This is going to be one of the best Commons in the set, and might just be Green’s best.  I think you first pick this pretty often.  I’m giving it a B.

Heroic Intervention - C-

People get excited when they see these two powerful keywords, but this card wasn’t all that good in Limited last time, and I don’t see that changing.  The keywords are undoubtedly powerful, but the card is more situational than it might seem at first.  Those two keywords are useless in the majority of situations, and only come in hand in response to a removal spell, or in combat.  Even in combat though, this effect will sometimes just functionally be a fog, because you would need creatures that are big enough to kill your opponent’s creatures in combat to make the use of this card meaningful, otherwise you’re just going down a card and delaying the inevitable.  Now, all that said, I don’t think this is unplayable or anything -- I just wanted to start harshly on the card because I know it is the kind that some will overrate.  In the end, it is definitely situational, but I think it is an alright card to have as the 23rd or 24th card in your deck.  It can operate as a Fog, or as a combat trick, or as a way to counter a removal spell -- none of those things are very good most of the time, but this still does enough to make the cut.  Still, don’t take it remotely early, and you shouldn’t even be married to playing the card in all situations.  I’m giving it a C-.

Oak Treefolk - C+

This is a nice design that fits well in two different decks.  UG seems to be all about drawing extra cards, and RG is all about 4 or more power.  In any old Green deck this will be a ⅘ on your turn -- and oen that can threaten to get bigger at instant speed.   UG will have the easiest time pulling that off.  And, the RG deck likes to check for 4 or more power, and that’s what this will have when it is your turn.  Seems like a quality card for many decks, though not one to go after early.  I’m giving it a C+.

Pridemalkin - C+

So, worst case scenario you have a 3-mana 3/2 with Trample here.  That is about a C or a C- -- but this has a lot more going on than just that.  For one thing, you can put the counter anywhere -- like on a larger creature who will benefit more from Trample.  For another, it gives Trample to any other creatures you control with +1/+1 counters too, so this will often come down and shake up the board.  The fact that it can add something to the board right away, no matter what, is always attractive too.  +1/+1-adding creatures who are reasonably efficient have always been good in Limited, and that’s what we have here -- in addition to some nice synergy.  This is a quality Green Common -- not one you want to first pick, I don’t think, but one you will take as many copies of as you can get in most Green decks.  I’m giving it a C+.

Primal Might - B

I always love fight spells that pump your creatures.  This is because it makes more of hte creatures in your deck capable of killing something and surviving when they Fight.  One of the best things ever is to pump your creature and fight your opponent’s only blocker, only to smash in with your now bigger creature -- and Primal Might really lets you do that.  Even at 1G, you’re getting a card that is always a good card in Limited, and you can of course pump even more mana into it if you have it available, which will often allow this to be a Green removal spell that can take down most things.  If you are just paying G, you have Prey Upon, a solid card in most formats. And obviously this has way more upside than that. Now, keep in mind, that if your opponent kills your Fighter in response to this, you’re going to be utterly blown out, especially if you put a bunch of mana into it -- so you have to choose your spots, but when you can cast this safely, it is going to wreck a lot of boards. This is a card you can take with a first pick pretty easily -- keep in mind you can even splash it!  I’m giving it a B. 

Ranger’s Guile - C-

This is a reprint, and a fairly decent combat trick for Limited.  The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.  Now, this is still a trick -- and by their very nature, tricks are highly situational -- so this still isn’t something love, but I think you’ll play it often enough in Green decks for it to be a C-.

Sabretooth Devourer - C

This guy seems alright.  He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly.  Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died.  Still, the inefficient stats at the beginning make it vulnerable, and there will undoubtedly be games where you just can’t get it going because you don’t have the time.  I think this is just a solid Common.  I’m giving it a C. 

Sporesilk Weaver - C+

This is a neat design.  We get the 3-mana ¼ Reach spider a lot, and it is usually a C- or so -- and this brings a lot more to the table. Sometimes having a creature that is 100% a Blocker can be a liability, but this Blocker gives you some great extra value.  Gaining a bit of life and making Saprolings is nice, as it will make your opponent think twice about attacking with both their 2/2s just to get two damage in.  Adding hexproof from Blue to the mix is cool too, and this card will really hate on Blue decks with lots of small flyers!  I don’t quite think this gets into first pickable territory -- it isn’t quite that efficient or powerful, but I think it is close.  I’m giving it a C+

Quirion Dryad - C+

Full disclosure: Quirion Dryad is one of my favorite Magic cards ever, and I’m very excited to see it get a reprint here, especially at Uncommon, because that means one’s chances of playing with her in this format are pretty high.  So, that disclaimer in mind, I’m going to do my best to look at this analytically, and not just base it on how much I love the card.  So, a two-mana 1/1 isn’t good, but it is a two mana 1/1 that gets a +1/+1 counter any time you play a spell that isn’t Green.  Now, achieving that can be a bit awkward in Limited -- because, theoretically, if you’re playing a two-drop like the Dryad, you’re probably a base-Green deck -- but the good news is that Green in most Limited formats has really good fixing, so you can definitely end up in a deck that is base Green, but a pretty big chunk of your spells are capable of growing the Dryad.  Keep in mind too, that it can work a bit like Prowess -- where you can do stuff at Instant speed to grow her, and sometimes manufacture blowouts when you do.  At this early stage of spoilers, I am really hoping there is a GX Multi-color archetype, and that the Dryad is a signpost uncommon -- if that’s the case, she could very well turn into a card that takes over games in that type of deck.  Still, she takes significant work to build around, and she is quite vulnerable initially -- and while I think I will personally value her around a B-, meaning that she is worth first picking sometimes, I think this is a “Do as I say not as I do” moment.  She’s probably only a C+.

Scavenging Ooze - B+

This is a powerful reprint -- a two-mana 2/2 with all kinds of upside.  Sure, it needs graveyards to feed on, so it won’t always be able to get big in the early game, but graveyards will end up with cards in them one way or another, and the Ooze’s ability to grow larger, disrupt graveyard strategies, and even gain you life is very powerful.  It results in a 2-drop that is not only relevant all game long, but is the best creature on the board all game long in many cases. Now, it is in initially pretty vulnerable, and needs a little bit of graveyard stuff to get going, and I do think that makes it fall just short of being a bomb -- but it is a B+ -- so it gets pretty close.

Trufflesnout - C

This is a nice little card.  A 3-mana 3/3 is usually a C, and a 3-mana 2/2 that gains you 4 is probably usually a C-.  Having an option to choose which of those is ideal makes this a solid Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.  I think this pig gets a C.

Vital Rising - D+

I’m not a huge fan of this.  Worst-case, it is going to put two +1/+1 counters on a creature for three mana.  That’s not normally going to be a great deal.  People will imagine doing this on a creature with a ton of counters, and sometimes that will happen -- and I’m sure I’m going to die to someone using this after I don’t block a creature at some point -- but I’m pretty sure I’ll win more often when my opponent plays this.  It opens them up to an easy 2-for-1, and it just isn’t going to be worth a whole card most of the time, even with a +1/+1 counter theme.  I don’t think I want to play this most of the time.  I’m giving it a D+.

Warden of the Woods - C+

A 6-mana 5/7 with Vigilance is often a C- or a C.  It is a nice blocker who attacks reasonably well too.  This comes with some additional value that will make things really obnoxious on your opponent, too. If your opponent has to kill the Warden, it is going to really punish them for it -- netting you two cards is no joke, and amounts to a 3-for-1.  Most of the time, your opponent just won’t kill this because of that -- but its size is going to make it something they have to kill a decent chunk of the time.  Overall, this seems like a solid top of the curve for Green decks.  I’m giving it a c+

Wildwood Scourge - C+

So, on the face of it, the Scourge is always going to be a kind of inefficient creature, but it is at least one that scales as the game goes on.  It is a lot like Ivy Elemental from the last set in that respect.  The +1/+1 counter synergy it brings to the table is no joke though, as it gets larger any time you put +1/+1 counters on another creature, and that additional value is very real.  This also brings counters to the table itself, so it helps your other +1/+1 counter synergies do their thing too.  Overall, I think this is going to be a nice card with a passable floor and a pretty impressive ceiling, but I don’t think I want to take it super early, and that means it is a C+.

Multi-color

Alpine Huntmaster - C+

I think this is a really fun design.  I always like cards that pay you off for having other cards in your deck, or other copies of the card in your deck, and the Huntmaster definitely does.  A two mana 2/2 that already has upside, which can potentially draw you 1-2 cards is quite nice.  Now, the two creatures you can search up with it are definitely sub-par -- something that I think makes this card even more interesting -- but I still think it will be worth doing.  We’ve seen 3-mana 2/2s that can search up other copies of itself turn out to be pretty nice in Limited, so I think this will work well too.  Then, it is a payoff for going wide, since it raises its power whenever it attacks -- and obviously, searching up 1-2 cards helps you go wide too!  Overall, I think this is a signpost common that stops a little bit short of being one I want to first pick, but it is close.  I’m giving it a C+.

Conclave Mentor - C+

So, this is the signpost uncommon for GW, which is all about +1/+1 counters!  This will make all of those cards better.  It doesn’t hurt that it can gain you a little life when it dies too, and if you have been putting the counters on it, there’s a good chance it will be a substantial amount of life.  I don’t quite think this is a signpost uncommon that convinces me to take it P1P1, but it will be a great card that holds GW +1/+1 counter decks together.  I’m giving it a C+.

Dire Fleet Warbringer - C+

So, this really pushes you in the direction of being a sacrifice deck, and he is pretty great for sacrificing things.  On the surface, a 3-mana 3/3 is a good deal, and the fact you can cash in a creature every turn to make him a 5/5 with trample means that he is imposing on many board states.  This Sacrifice effect doesn’t cost any mana either, so it can be particularly devastating to steal your opponent’s creature before combat and then sacrifice it to the Warbringer.  Overall though, it does seem like in most Limited formats, the BR sacrifice deck underperforms -- and maybe it won’t here, but as is I’m not super interested in taking this guy with a first pick, and that holds him to a C+

Indulging Patrician - B-

So, a 3-mana ¼ with flying and lifelink is already a pretty nice card -- probably a C+.  It defends well and gains you life while it does, and it can also hit the opponent to create two point life swings, which isn’t insignificant.  Then, you tack on a pretty powerful ability -- making your opponent lose 3 life any turn you gain 3 is great, and if you just manage to trigger that once, you’re going to be pretty happy -- if you do it more than that, well, your opponent’s probably dead or close to it.  Keep in mind, by the way, that it causes loss of life -- this means you don’t also gain 3 life when your opponent loses the life, because it isn’t damage, so lifelink doesn’t matter there.  How good the Patrician will be will really depend on how easy it is to gain 3 life on a given turn.  Because the Patrician gains 1 on its own, you only need to gain 2 more life the rest of a turn -- this means that combining the Patrician with combat tricks might be especially devastating by the way.  But yeah, obviously BW is about lifegain int his format, and for that reason I imagine the Patrician will be a pretty great signpost uncommon, one that is good enough that you can first pick it in weaker packs.  I’m giving it a B-.

Lorescale Coatl - C+

I always like this card when it gets printed! A 3-mana 2/2 that grows progressively larger as the game goes on is nice, especially because you don’t have to contribute any resources to it getting larger.  The Coatl gets better the more card draw you have, but even just a +1/+1 counter every turn is pretty nice.  Now, the Coatl is pretty inefficient initially, and there will definitely be times where you play this and your opponent can kill it for 1-2 mana, and that’s going to be pretty rough, and I think that keeps it from being a multi-colored card I want to take a chance no with a first pick.  I’m giving it a C+.

Niambi, Esteemed Speaker - C+

Okay so, there really aren’t going to be enough legendary cards in this format for her second ability to work, so mostly what you’re paying for here is the 2-mana 2/1 that can bounce one of your creatures and gain you some life.  As always with this type of effect, it is particularly nice to bounce something with an ETB ability, or a creature shut down by an aura-based removal spell.  So, mostly she is a difficult to cast Goblin Piker with some decent upside.  I think that’s enough for her to be a C+, but she isn’t really going to be the kind of rare you want to go after early. 

Obsessive Stitcher - B-

Looting is always really good in Limited, especially when its free.  It just allows you to drastically improve your card quality, and over the course of the game it can really play a role in who wins and who doesn’t.  Then, the fact this comes with a reasonably costed reanimation effect is nice too -- and you can do it at instant speed! Obviously because she’s a creature, you aren’t going ot be surprising anyone when you reanimate something, but the fact that you can do it at the end of the turn and attack with your reanimated creature is great.  Basically, the Sticher lets you dig through your library for your past cards, and when necessary can give herself up to give you another chance with one of your best creatures -- that’s powerful.  She IS a 3-mana 0/3, which is pretty atrocious, but at least she can block some small stuff.  I think the whole package here is enough to entice me with a first pick despite being multi-colored.  I’m giving this a B-. 

Radha, Heart of Keld - B+

So, a 3-mana 3/3 that has First Strike on your turn probably gets pretty close to being a B-, and Radha does a lot more than that! Letting you play lands off of the top of your library is quite powerful -- it effectively draws you extra cards, and then the fact that she can become huge if you have a bunch of mana lying around is nice.  Now, becoming huge won’t do a whole lot, other than guarantee your opponent will be chump blocking it, because Radha doesn’t have any sort of evasion to really make the boost frightening -- but forcing the opponent to throw a creature in front of her every combat is pretty nice.  Radha is very powerful -- an efficient, aggressive creature with a nice card advantage ability, and a nice late-game manasink.  She gets pretty close to being a bomb for me.  I’m giving her a B+.

Vengeful Leafkin - B-

I always like cards that are reasonably efficient, and have abilities that can be useful all game long, and that’s what the Leafkin does.  It is the signpost uncommon for the RG deck, which is all about high power -- and both of its abilities are all about that -- and, you know, obviously it has 4 power itself.  You don’t always need extra mana in the later part of the game, but if you have some mana sinks and some six drops, it will be relevant a decent chunk of the time.  Oh, and this guy has a built in mana sink too! It might be expensive, but in the late game it will be an ability that puts your opponent on a quick clock -- and it can tap for mana and use the ability all in the same turn, which makes it a little more plausible you’ll be able to use it.  All of that makes this a pretty strong signpost uncommon, and one I am willing to take early, sometimes even with a first pick.  I’m giving it a B.

Watcher of the Spears - B-

This is a nice signpost uncommon for UW -- a two mana 2/2 flyer that reduces the cost of Flyers is already great -- but I think what really powers this up is the fact that it becomes a 3/3 on turns where you play flyers -- and potentially even bigger if you can play  multiple flyers!  The WAtcher will threaten the opponent in the air, while helping you quickly deploy your air force.  I think the Watcher is good enough to go after early, and take with a first pick sometimes, despite being multi-colored.  I am giving it a B-. 

Colorless

Ugin, the Spirit Dragon - A-

So, if you get Ugin in play, you’re going to win.  That’s what it was like last time we saw him, and it will be the same thing here.  And that means he is a bomb -- he reshapes the game entirely -- he can usually wipe the board, and then just tick up until your opponent is dead.  All that said, he costs EIGHT mana, and that’s not a joke. Still, it should be possible to build a super controlling deck that just plans on getting Ugin and winning, but it will be challenge.  Don’t bank on 8 mana most of the time.  I do think Ugin is a bomb -- you can play him no matter what your colors and he truly changes the game -- but that mana cost holds him in the lower range of bomb.  I’m giving him an A-.

Artifacts:

Cryptic Masterpiece - C+

This seems like a nice little Artifact.  In the early game, you can play it and use it to scry 4 times for you -- something that is probably worth the 2 mana it asks for.  In the later game, when you are more likely to have extra mana lying around, you can just use it to straight up draw cards which is nice.  It does have the limitation of eventually sacrificing itself -- but that’s ok, especially because it gives you some life when you do it.  So yeah, 2 mana to scry 4 and gain 4 life is actually a card I would probably play in some decks, and this has way more upside than that.  Additionally, the Masterpiece also helps enable two different archetypes in the format:  the decks interested in drawing cards, and the deck interested in gaining life.  This card isn’t great, I don’t think -- but I think it has a cool design, and it is something that you would play in pretty much every deck.  I don’t think it is quite worth going after with a first pick right now -- but its close.  I’m giving it a C+

Chromatic Orrery - F

This is a cool design, but not something you want in limited.  Sure, it provides you with a bunch of mana -- but how often do you need mana beyond 7 in Limited?  Not very often.   There just won’t be anything to do with the mana, and yeah -- it can let you play whatever cards you want to some extent, or make it a little safer for you to splash, but I still don’t think I’m interested in this -- even if it does also have the potential to draw you cards, you only get there after a silly mana investment.  I’m giving it an F. 

Meteorite - D+

We’ve seen this before, and I expected it to actually be kind of ok the last time we saw it -- but I was wrong. A 5-mana mana rock is not something that you want to be playing most of the time, even if it does shock something when it comes down.  It just has a hard time delivering 5 mana worth of value to you.  That’s not to say you should never play it -- after all, it aidds mana of any color -- so if you really need fixing, you could do worse -- actually impacting the board with that Shock is nicer than some mana rocks too.  Still, I think you don’t play this most of the time.  I’m giving it a D+.

Palladium Myr - C+

Palladium Myr provides some really nice ramp, and a 3-mana 2/2 isn’t so bad when it can give you so much more mana.  Not every deck is interested in such a thing, of course, but I think most decks are -- all those that aren’t aggro -- will want to find a Palladium Myr, since getting you to your 6 or 7-drops on turn 5 is some very real business in Limited.  It does still come with a fairly fragile body, and it will frequently get killed before it ever has a chance to give you that mana, but I still think this is a nice card for most decks -- though not one I want to take super early.  I’m giving it a C+.

Solemn Simulacrum - B-

This card is an old favorite of mine, so I’m glad to see the reprint.  The Simulacrum is usually going to get you a 3-for-1, and that’s pretty great.  He gets you a land -- which both fixes and ramps you -- and he draws a card when he dies.  Provided you can trade him for something, you’re going to feel pretty great.  I also love colorless fixing in Limited, and this is an excellent example of that.  He isn’t going to win you the game outright or anything, but the value Solemn Simulacrum can give you is amazing.  So much so, that I think you take it early and first pick it sometimes.  I’m giving him a B-. 

Sparkhunter Masticore - C

Masticores are cool to see again, but this one doesn’t seem awesome for Limited.  A 3-mana ¾ is nice stats wise, but 2-for-1ing yourself to get there is not so nice.  This set does have 6 planeswalkers in it -- but they are all Mythic Rare, so it isn’t going to be able to use that ability, which is the best one it has, very often.  The ability to become indestructible is nice, but is fairly costly.  This would have been a really interesting card in War of the Spark, where it would actually be considerably better -- but in a set with all Mythic Rare planeswalkers, he’s just a solid playable -- his abilities don’t quite do enough to overcome that downside.  He will be nice to play when your hand is empty, or if there is some big payoff for discarding stuff int hsi set, but for now I think he is just a C.

Tormod’s Crypt - F

This isn’t usually worth it in Limited, as it can only do one thing.  If there is a legit graveyard deck in this format, it will be a reasonable sideboard card, but you should never mainboard it.  I’m giving it an F in the mainboard, and we’ll see how high I go on the sideboard card grade as more of the set is revealed.

Land

Animal Sanctuary - B-

Well, this is a fun little land.  As a colorless land, one does always have to consider the impact it will have on a mana base, and this will be hurting you in that department.  However, the activated ability it has is legitimately powerful, and this format has enough creatures of those types -- especially cats and dogs -- that most decks will probably have something like 3-5 creatures that this can put counters on.  And, if you get to that point, this is a land that is worth running despite the implications it has for your mana base.  Having a regular old land in your deck turn into a source of serious value is a great feeling, and is sort of like getting card advantage out of it, since your opponent’s lands won’t be doing anything remotely like this.  I think the Sanctuary is good enough to first pick in some weaker packs.  I’m giving it a B-.

Fabled Passage - C+

This reprint from the recent past is great for fixing -- after all, it is a strictly better Evolving Wilds, and Wilds is usually pretty good too.  Just a single Fabled Passage is often enough for you to splash a color, since it gives you 2 sources for your splash color, and the fact that the land even comes into play untapped 4th land up is great -- one of the sad things about Wilds is that sometimes you draw it when you need that 6th land -- and you have to wait a turn.  Not a problem here!  While this is a good source of fixing, I don’t usually consider something like this worth taking with an early pick, but should you need fixing, it should move up for you for sure.  Still, you should probably be taking it over most middle-of-the-road cards -- even in a 2-color deck it will really improve your mana.  I would value this slightly over the Temple lands.  I’m giving it a C+.

Radiant Fountain - D

This is a reprint, and not something that will be worth it most of the time in Limited.  I love lands with incidental value most of the time, but the Fountain is going to bad for your manabse most of the time, and just not worth it. Mana is bad enough in Limited that you don’t need to be playing a land that can only add colorless -- especially with such a mediocre upside.  Yes, there’s lifegain payoffs in this format, but still.  I think you normally don’t want this.  I’m giving it a D. 

Temples - C+

The Scry lands are back, and like always they are pretty nice.  They give you good fixing while slightly improving your draws.  They are worth taking over average cards, though like I said when talking about the Passage -- I’d rather have it.  It is more flexible, and will make a mana base better in any deck, whereas these might not really be that useful for you if you don’t end up in the right color pair, or you don’t end up splashing something.  Still, fixing should not be underestimated! Ithink these are collectively a C+.

Comments

Nick

From what I'm seeing so far, I'm looking forward to this limited format. Ikoria is fun but, like you've said in your videos, if you aren't one of the busted archetypes then you're gonna have a rough time. Looking forward to a more "basic" format.