Zendikar Rising Set Review Notes (Last updated 9/5/2020 @ 1:00 p.m. ET) (Patreon)
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Hello patrons, it is that time again! Zendikar Rising preview season has begun, and that means that I have begun writing the preliminary notes for my Limited Set Review. I will do my best to update this daily as new cards are revealed. Keep in mind that everything in here is tentative, as things can change as more of the set is revealed.
White:
Angel of Destiny - C+
Talk about a strange card! So, this is a really great blocker -- a 5-mana 2/6 with double strike, flying, and defender would be a playable card for sure in more defensive decks. The question is, can you actually win with this reliably enough? I mean, after all, the damage it does is basically canceled out. Sure, if you are attacking with the rest of your team, you can at least be gaining 4 life for yourself while giving your opponent back 4 life, and that will be the right thing to do some of the time.. But mostly? You’ll only attack with this if you can get the alternate win condition going. And, the BW deck int his format will be pretty good at gaining life, but I don’t think this, on its own, is good enough at gaining life to help you win. One really nasty trick your opponent can pull is it just giving both players life, and then destroy it right before you would win the game with it. I think in a deck that REALLY gets ther eon life gain this will be great, but man, getting 35 life is not an easy task in Limited, even in life gain decks. I think this is mostly just a C+.
Angelheart Protector - C
I quite like this ETB trigger. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks. I’m giving it a C.
Archon of Emeria - C+
A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside. The rules of the game are changed for both players, after all. I’m not quite sure what to make of this, but I think for now, a C+ seems about right.
Archpriest of Iona - D
I’m not especially impressed with this for Limited. All of these “full party” cards seem like they are traps -- you might get them to do their thing sometimes, but not often enough for them to be good. Getting a party together is hard, and keeping it together is hard too. The baseline here is a one mana ½ that does nothing else, and that is not a good card in Limited. That just isn’t a body that remains relevant beyond turn one. And sure, it does have the potential to get larger, but that still isn’t enough for me to want to play this in most of my decks. I’m giving this a D.
Attended Healer - C+
This is a fun life gain AND cleric payoff. Getting a cat token the first time you gain life each turn is nice, especially because the Healer can make sure you are gaining that life, provided there are some other Clerics lying around. The activated ability isn’t exactly cheap, so I think that for the HEaler to really shine, you are hoping to have some other ways to trigger the life gain clause. But, I don’t think having that going on is far-fetched at all. I don’t quite think this is the kind of payoff you take with a first pick -- but it will be worth taking a risk on somewhat early. I’m giving it a C+.
Cliffhaven Sell-Sword - C
Two mana 3/1s tend to be nice for aggro decks, though how good they are is often decided by how many 1/1 tokens are running around in a format. This one is also a Warrior, so it gives you some Party synergy. I’m going to give it a C- -- that is generally the great for a vanilla two-mana 3/1. You’ll play it in aggro decks if you need a two drop, but you are kind of hoping you find something a little better to slot in there.
Dauntless Unity - D+
This kind of card is always pretty good in decks that can go wide, and not very good anywhere else. Two for a +1/+1 boost to the whole team at instant speed is fine, and having the upside to add an additional power doesn’t hurt. I generally feel like a card like this just won’t work out well enough in most decks to be worth it, though. I’m giving it a D+.
Disenchant - D/C
Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate. Let’s say a D in your main deck, and a C out of the sideboard.
Emeria Captain - C+
So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business. Still, I would guess the average is probably something like 2.6. I don’t think you want to be first picking this, but it is better than your average filler. I’m giving it a C+.
Emeria’s Call - A-
This is really good. If it was just the 7 mana get two Angels thing, it would probably be a B- at worst. That’s the kind of card that you can get you back to parity from behind, pull you ahead from parity, or seal the deal if you’re ahead. This also has the indestructibility clause, which will often just let you attack with your whole board, since you now have two 4/4 angels protecting you, though sometimes, the indestructibility won’t matter. It is held back by being so expensive -- BUT -- that is obviously mitigated by the fact that this can just be a land for you in the early game. I think having to play this as a land will make you sad sometimes, but the flexibility this has is really important. There are many limited games where you just don’t get to 7 mana. Having this trapped in your hand that whole game is a nightmare, but by giving you the land option you end up with something really nice. It can even come into play untapped if you are willing to pay the life, and that’s nice. So, obviously enough, it isn’t going to be quite as impactful as a land -- but adding that flexibility to such a powerful card does enough for this to get into the lower range of a bomb for me. I’m giving it an A-.
Farsight Adept - C
This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall. In a lot of ways, this is basically just a 3-mana 3/3 -- and that’s an alright card, though nothing special. I’m giving this a c.
Fearless Fledgling - B-
This is an early candidate for my favorite card in the set. I think it is pretty good -- and I also love the art. It isn’t quite a bird, but I like the idea that Griffins -- who are really majestic creatures most of the time -- have the kind of baby that is so ugly it is cute. Which is pretty much true about most real world birds -- so yeah. But anyway, you’re probably here to hear me talk about how good this card actually is -- and I have good news, it is pretty good. It might start out as a fragile 1/1, but if you drop this on turn two and trigger landfall the next 3 or so turns, you’re going to be in business, because this thing will take the sky and get larger, doing tons of damage in the process. I think this is a great two drop, and one that you probably first pick in some weaker packs.
Kabira Outrider - C
So, on its own, the Outrider is a 4-mana 3/3 that gives something +1/+1 until end of turn. Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time. I’m giving it a C.
Kabira Takedown - C+
I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how yoru board is shaping up, you can just play it as a land. We have seen similar cards in the past -- like outnumber -- and this effect was pretty nice at one mana -- obviously two is more, but I think the upside of the land is enough to push this to at least a C+, and I wouldn’t be too surprised if I am underrating it.
Kitesail Cleric - C+
I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures. Either mode of this card would not be very good individually -- but when you are given options you are ending up with a very playable card. I’m giving this a C+.
Kor Blademaster - C+
So, a two mana 1/1 with double strike is actually a reasonable rate -- it is effectively a 2/1 with upside, in that it can just outright kill X/1s in combat and is a great place to stick Equipment and Auras, and use combat tricks. This is already good with equipment, but the Equipped Warriors get double strike thing makes it even better. Now, you can’t really count on that always coming up, but obviously the RW deck will be the best at using it. It also means that playing it will sometimes immediately impact the board, since it may make your attacking creatures way scarier! Overall, I don’t think this is first pickable, it is too build-aroundy for that. But I think it is a nice pick up for most White decks. I’m giving it a C+.
Legion Angel - B // A
A 4-mana 4/3 Flyer is a great deal -- efficient enough to be a B, meaning you would take this with a first pick most of the time. Its ETB trigger won’t be super easy to make work, since you would need to get two copies of the same Rare -- something that happens in Limited, but certainly not something you should be counting on. However, if you DO get that second Angel, this does become a bomb -- since it becomes a 4-mana 4/3 Flyer that draws you a copy of itself, and staring down two of these won’t be fun. So yeah, it is going to be a B most of the time -- but really really value that second copy if you have a first one, since it will become an A when you can make that happen.
Luminarch Aspirant - B
This is a strong two drop! Provided you play it in your precombat main phase (and you will), at worst this is going to give you a two mana 2/2 that grows every turn, but it is better than that, because you can put the counter wherever you want. If this thing manages to survive more than one or two turns, it is going to be a major return on a very small investment. Sure, one counter a turn isn’t going to blow your opponent away all at once, but the constant value this thing churns out will get you there in the end. It is of course quite fragile to start with, but it is cheap enough that it getting killed by a cheap removal spell doesn’t feel too horrible. I thinkt his is an easy first pick. I’m giving it a B.
Makindi Ox - C
Tapping down a single creature may not sound like much, but in Limited, that can often mean the difference between being able to attack or not. Getting that trigger out of playing a land is nice, and will enable decks to find ways to get in for damage. The creature it comes on doesn’t have an impressive body, and evne though this type of trigger has some serious upside, there are also times where it just isn’t relevant. I think all of that makes this a solid playable, but not much more. I’m giving it a C.
Maul of the Skycleaves - B+
Wow, this isn’t quite Embercleave, but it does a reasonable impression. Giving something +2/+2, Flying, and First Strike is a good way to make it incredibly hard to block, and hard to beat in combat in general. Sure, after that first Equip you have to actually pay for it and it definitely isn’t cheap, but the fact that you can still give other creatures this bonus after that first time is really great, and this will just keep making other creatures into scary threats. This is a great piece of Equipment. I think it falls a little short of being a bomb, but not by much -- I’m giving it a B+.
Paired Tactician - C+
This seems like a solid, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it. I don’t think this is the kind of thing you go after with an early pick, but I think it is a nice playable with some real upside. I’m giving it a C+.
Practiced Tactics - C+
So, this seems pretty nice. It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal. For most of these “party” cards, when gauging what is the most common outcome, I generally think the answer is that on average, you’ll have like 1.5 party members, and if that’s true, this is a decent card, and one that will actually feel pretty close to premium if you really get there on Party. I thinkt his is a C+.
Prowling Felidar - C
This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but I can see this being a key common for White. I’m giving it a C.
Resolute Strike - C
One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great. I don’t imagine cutting the first copy of this in aggressive decks that have at least a few equipment, but it is still a trick -- meaning it is highly situational and risky, so that of course means it can’t really be more than a C.
“Skyclave Veteran” - D+
Cards like this are often awkward. It isn’t especially good early as a one mana ½ -- those stats are quickly eclipsed in most games. And yeah, it has an activated ability for the late game, but it is really only going to be worth that five mana if you are going wide enough, and that’s not a guarantee at all. I think overall, this will end up getting cut more than it gets played. I’m giving it a D+.
Sejiri Shelter - C+
I am excited for all of these DFC lands because I think they will be good for Limited. They make mana screw AND flooding feel less terrible, because it can help you out with either situation. The spell part of the card is woefully inefficient here, but it does have situations where it can shine -- saving a creature from removal, making a creature unblockable in a key situation, etc., so at least this land DOES something if you’re flooded out. And, if you’re manascrewed, you can play the land side. I think this is a C+. Don’t underestimate these, the flexibility is very nice.
Shepherd of Heroes - C
On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Sometimes this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it occupying a similar space in this format. I think this seems solid. I’m giving it a C.
Skyclave Apparition - B
This type of creature is always great -- it adds to your board while subtracting from your opponent’s. This is an interesting take on it though, because instead of your opponent getting the card back, they instead get a token. I would say that the majority of the time, the token will be worse than whatever you exiled. That means you won’t feel quite as bad when your opponent kills your Apparition, since you have still disrupted them considerably -- and if they don’t kill it, you’re looking at a 2-for-1. Now, it does only go after smaller creatures, but that’s fine -- this is still a great card, and good enough to first pick. I’m giving it a B.
Skyclave Cleric - C+
I really like all of these DFC creature-lands. They give you a very flexible card. On one side, you have a card that impacts the board -- and frequently thats what you want. O n the other, you have land -- and sometimes you need that more. Basically, this helps you whether you are flooding out or mana screwed, and there aren’t many cards that can say that -- this will make your deck run much more smoothly as a result, even if the two mana ⅓ that gains you 2 life is nothing special, and the land comes into play tapped, the flexibility here is for real. I think this is a C+.
Tazri, Beacon of Unity - B
This is an interesting one. A 5-mana 4/6 isn’t the worst on the vanilla test, especially with a powerful activated ability -- but most of the time, you’ll probably be able to cast Tazri for 4 without too much effort. The activated ability will likely be more challenging to activate, but it is great that they decided to give it the generic hybrid mana cost, so any deck can theoretically use it -- and most decks will probably be paying about 6 mana to activate the ability, which is not too bad for something that will generally draw you at least a single card. I think this new Tazri is a pretty nice card, with a powerful mana sink ability -- I think you can first pick this. Most decks will be able to hit creatures with those types in the top six without too much trouble. I’m giving it a B.
Blue:
Anticognition - D-
A counterspell has to do something extra or be really efficient to be worthwhile in Limited, and that isn’t hte case here. If you have heard me talk about counterspells in Limited before, I apologize for restating it -- but it is important to note: Countermagic is not removal. It is worse than removal in most cases in Limited, because you have to have the mana up at the right time, or it doesn’t do anything. With removal, you can generally use it whenever -- not so here. This is only two mana, but it is going to mostly be a bad mana leak most of the time. Adding Scry 2 if your opponent has enough cards in the library isn’t going to be enough for me. This type of counterspell has diminishing returns as the game goes on, AND it doesn’t even counter non-creature spells! I’m passing on this one. I can see maybe running it in a super controlling deck, but that won’t come together very often. I’m giving this a D-.
Bubble Snare - C+
I really like this design. Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems. I’m trying to decide whether I think this is premium removal. Each version of the card would be about a C+ -- but having the ability to be either one might be just enough to push it into B- territory, but I’m always skeptical about Blue removal, as it seems to always underperform, so let’s stick it at a C+ for now.
Cascade Seer - C
I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t. When evaluating these, you have to try to think about the most likely outcome -- and that is probably Scry 1.5 on average. I’m giving this a C.
Cleric of Chill Depths - D
Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, I could see it happening -- but I think most of the time you steer clear of this -- it just doesn’t do enough to be worth a card. I’m giving it a D.
Confounding Conundrum - D
Well, this is an interesting design. Since this thing, at worst, is a blank card with Cycling, I think it does avoid being a straight up F. That said, even in a set with a bunch of landfall, the additional text on this card just won’t come up much. This seems like a card that was printed to make ramp decks work in constructed, and not a card that was printed with Limited in mind at all. Sometimes, you’ll really wreak havoc on your opponent who is trying to do some silly landfall things, but most of the time? This is just two mana to draw a card and nothing else. I’m giving it a D.
Coralhelm Chroniclerr - B-
It seems like most of the time, you’ll be able to draw a card with the Commander. You definitely need to have a few cards with Kicker, but something like 5 or 6 will be enough to draw a card most of the time. Looting any time you Kick is also quite nice, as it helps you rip through your deck and find relevant cards more effectively. I think that this will be a 3-mana 2/2 that draws you a card and loots a few times in most games, and right now I think that’s enough to push this into the lower range of first pickable. I’m giving it a B-.
Expedition Diviner - C+
This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that. This seems like a strong Common, though not quite in the first pickable range. I’m giving it a C+.
Field Research - C
So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside. I think the first copy of this will find its way into most Blue decks. I’m giving it a C.
Into the Roil - C+
We have seen this before, and it is a pretty great Common for Blue. Two mana for an Instant that bounces nonland permanents is always a playable card, at least a C. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too. I think this is an easy inclusion in any Blue deck, and you probably are happy with multiples. I do think it is short of first pickable, though. I’m giving it a c+.
Jace, Mirror Mage - C+
This is an interesting one to unpack. If he was just the planeswalker without kicker, it seems like he would be pretty nice. Hitting lands with his 0 ability will feel particularly nice, because it will really allow you to net a bunch of cards. Still, I think it is unlikely he draws you more than two cards most of the time, especially because he doesn’t do anything to protect himself. And sure, you can Scry with him too to set up the 0 ability, but most of the time you’re just going to want to go for cards, not the Scry. I think if he didn’t have Kicker at all, he’s probably a C -- he is basically a convoluted Divination. Adding the Kicker does matter though, because that makes it so that you are likely to draw 3 cards off of him, and sure -- 5 mana to draw 3 over a couple of turns isn’t the most amazing deal ever, but it is additional flexibility that you can sink mana into if you draw him late. Still, I’m not super into this version of Jace for Limited -- he doesn’t protect himself, and the upside isn’t SUPER impressive. I’m not sure I want to first pick him most of the time. I’m giving him a C+
Jwari Perturbation - C+
This seems pretty good. It isn’t that far from being Cancel -- a card with the same effect and cost of the Perturbation, but it has Cycling instead of a land on the other side, but what makes Cancel a nice card in Limited also makes this nice. Counterspells can be problematic in Limited because of the tempo hit you take by leaving mana up sometimes, and that gets even truer about a card like this -- which gets worse as the game goes on, since your opponent having that extra mana is likely. However, once you reach that point of the game, you can just play this as a land, and that is some nice upside. Is it as good as Cycling? Maybe, it remains to be seen, but right now I think it is pretty close. This basically gets around all the downsides of counterspells by being mana when you need it to be, and you still have the upside of really getting your opponent with this while that is more likely to occur. I thinkt his is a C+.
Lullmage’s Domination- B-
So, let’s ignore the cost reduction effect on this for a moment, and evaluate how good this is without it. Mind Control effects are hugely powerful, because they allow you to take your opponent’s creature and add it to your own board, effectively giving you a 2-for-1. This one is a bit costly, and the triple Blue is no joke either, but paying 6 to steal a CMC 3 card, or 7 to steal a CMC 4 card is still a pretty reasonable rate. Obviously, if you have enough mana it can steal just about anything -- but you can’t really count on that. I would say this is probably a C+ without the cost reduction clause here, and I would entertain an argument that it is actually a B-. With the cost reduction clause, I definitely think it gets into the lower B range. The UB deck is about milling, and that’s where this will most often cost 3 less, but I would guess that in most drafts, you’ll probably find the cost on this reduced at least once, and it is heavily upgraded when you can do that. If it was ALWAYS 3 mana cheaper to steal stuff, this would probably be an A- at worst. But yeah, I don’t think you’ll be getting there often enough on the cost reduction for it to be THAT good -- I have it at B- for now.
Merfolk Falconer - B-
So, Air Elemental is usually a B- all on its own. 5 for a 4/4 flyer are stats that still line up really good these days, representing a real threat even if nothing else is going on. Then, this lets you Scry when you kick spells, and that’s some pretty real upside. I’m not sure if it is enough to really elevant the Falconer above that B- level though. It is obviously strictly better than Air Elemental -- so while the Elemental is like an 80 B-, the Falconer is more like an 81 or 82 -- but I think its still a B-, meaning it is a card you’ll take pretty early.
Merfolk Windrobber - C
I always like one-mana 1/1 flyers who have upside. That statline alone is often just not enough, as it gets outclassed quickly -- the Windrobber gets around that by having some late game utility, where youc an just sacrifice it to draw a card. Your opponent won’t always be getting to 8 cards in their graveyard, but the Robber can help you get there, and I think in a lot of long games, the Windrobber will be able to use that Sacrifice ability after it becomes irrelevant. This is a solid card for Blue decks -- I’m giving it a C.
Risen Riptide - C-
This seems alright. One thing I don’t like about the Kicker payoffs in this set, is that they don’t say “When you cast a spell with Kicker” they say “When you cast a kicked spell,” which obviously means you only get the triggers when you actually kick something. Perhaps it being all spells with Kicker would be too good, but I have a feeling it just being spells that are kicked isn’t going to be good enough for a card like Risen Riptide. Sure, as a 3-mana 0/5 it blocks reasonably well until it can rumble, and you can play a Kicked Instant to have it became a 5/5 and gobble up attackers too, but I still don’t see myself triggering this enough to warrant inclusion in any deck apart from those very much focused on Kicker. I’m giving this a C-.
Ruin Crab - C
So, for Limited purposes, this is mostly just a better Hedron Crab. The O.G. landfall crab can also mill you if you want it to, but you’re not doing that most of the time in Limited anyway. I think Ruin Crab seems reasonable, and is certainly the kind of card that can enable an entire mill archetype -- kind of like Teferi’s Tutelage did in M21. The UB deck in this format is both about Rogues AND milling, so the Crab will have a ready made home. It will likely be the card in this format that is capable of milling the most cards. One really cool thing about this format is that there are mill “payoff” cards that do something before your opponent’s library is empty, and that’s a big deal -- because that’s the usual downside of mill, that it does nothing. As we’ve seen, there are several cards that get better if your opponent’s have 8 or more cards in their graveyard, and Ruin Crab can definitely help you get there. Now, that said, Ruin Crab is basically all in on milling, and isn’t particularly good at anything else -- so at least for now, I wouldn’t imagine it is an early pick. I am giving it a C. But who knows, maybe it will be the Teferi’s Tutelage of this format.
Sea Gate Restoration - B-
I’m kind of disappointed that the spell side of this is SUPER situational. The fact it is super expensive should have been enough to get an ability that has a better baseline, but it really doesn’t -- sometimes you’ll draw this in top deck mode and it is going to feel bad. Still, it is basically a land that can really expensively draw you a couple cards late, with the upside of maybe drawing you a ton of cards in some situations, and I think that this still does enough with the flexibility it offers as a DFC land that you can consider first picking this in some weaker packs. I’m giving it a B-.
Sea Gate Stormcaller - B-
Well, this is kind of a “fixed” Snapcaster Mage. It is a two mana 2/1 that lets you double a spell. In this case, the spell has to be quite cheap -- but there are enough cheap instants and sorceries in this set that making this work won’t be that hard. Obviously, if you kick it, you get two copies of that spell, but you also just spent 7 mana, so having an additional one or two mana lying around is no guarantee -- and if you top deck this late, it is nothing more than a 2/1. But that’s the fail case -- so that’s not completely horrible. I think you will be able to make use of the spell copying ability often enough in Limited that I am interested in first picking this in some weaker packs. I’m giving it a B-.
Seafloor Stalker - C
This seems alright. A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny But with the stats it has, it is barely relevant early. And sure, if you have a full party it will get silly -- but I imagine this will cost 3 or 4 to activate most of the time, and that’s alright -- but also nothing special. I’m giving it a C.
Shell Shield - C-
How good this card is will definitely be determined by how fast the format is. If this format is very aggressive, a card like Shell Shield can be a blow out, since it saves your creature from removal and gives you a huge tempo boost. Sometimes +0/+3 can also help you just win in combat, though it won’t accomplish that most of the time -- the real value here will be in kicking it, though having the unkicked option doesn’t hurt. I would guess that this format is going to be reasonably fast -- and I think that means if you are in a more aggressive Blue deck, you probably play the first of these most of the time. One has to remember that it is kind of narrow, and drawing this can really suck in a lot of situations, but that first copy seems fine. I’m giving this a C-.
Spoils of the Skyclave - C+
This seems pretty good to me. A 5-mana draw 3 spell is usually a decent card in Limited, even as a Sorcery -- though, if a format is really fast, it is a pretty big risk to take. Adding the party upside here is really nice, because it gives you some cards election, even just having one party member will be nice here, and anything beyond that will be pretty good. I really want this to be a first pickable card in this format, but I just don’t think it is wise to assume that about a 5-mana sorcery that does not immediately add to the board. It won’t really be a card you ever play more than one of, because having two of these in a hand is a pretty big liability. In the end, I think this tops out at C+.
Sure-Footed Infiltrator - B-
I like this a lot. These sort of “infiltration” creatures that draw you a card when they do damage are just great, because they really snowball. The more cards you draw, the more likely you’ll be able to find a way to keep getting in with the creature. And, in this case -- the more likely you are to find Rogues who can make it unblockable. This is going to be the kidn of Uncommon that will take over games if your opponent can’t kill it, and I think that makes this first pickable some of the time. I’m giving it a B-.
Thieving Skydiver - B-
So, two mana 2/1 flyers tend to be pretty solid -- at least a C -- but this comes with some very real upside, since if you Kick it you can steal Artifacts. This set isn’t filled with artifacts -- if it were, this would probably be a straight up A -- but I think there are enough artifacts, including Equipment that it equips to itself for free, that this will probably manage to steal you an artifact once or twice during a draft -- and that’s some good upside on an efficient evasive creature. I think that’s enough that I want to first pick this in some weaker packs. I’m giving it a B-.
Umara Wizards - B-
As I said in the video on White, I really like this cycle because of how much it will smooth out mana problems in Limited. It is a creature when you are flooding out, and a land when you are mana screwed, and that’s really nice. The creature side here is actually a pretty reasonable card too, since it will have flying pretty frequently in a UR deck. I think you can take this card in the cycle with a first pick in some weaker packs. I’m giving it a B-.
Windrider Wizard - B-
Sign me up for this! 3-mana 2/2 flyers used to just be straight up Cs in Limited, but with creature power creep it is more like a C- -- but that’s the baseline here. This has the ability to loot for you throughout the game, and it won’t be crazy hard to trigger either because it gives you three different ways to trigger it. This is going to be a decent attacker int he sky and drastically improve your card quality. To me, that sounds like this is worth first picking. I’m giving it a B-.
Zulaport Duelist - C+
I’ve been impressed with similar cards in the past -- like Faerie Duelist -- but I don’t think this is quite as good. The Faerie Duelist had flying AND was a ½. That meant it could take down a much wider variety of things all on its own by flashing into play. Now, that doesn’t mean this Duelist is bad or anything, just saying it won’t live up to the hype if you think it will be as good as Faerie Duelist. Even if it isn’t, it is a lot of action for a single mana, and on its own, it will be able to take down 2/1s just by flashing in and blocking, and that will certainly come up. With some help, it does an even better job, since you can set up a double block and then really mess up with the combat math by Flashing it in. It also has one of the key creature types in the format as a Rogue, giving it synergy with Party and various other Rogue payoffs. I think this seems like a nice playable, not quite a firs tpickable one, but a card that will really feel like it is doing more than a one mana card should be able to. I’m giving it a C+
Black
Acquisitions Expert - C+
I’ve always been a fan of Ravenous Rats and Kitesail Freebooters -- creatures who go after the opponent’s hand are nicely disruptive. This isn’t as good as the Freebooter, but is definitely better than Ravenous Rats. Like the Rats, on its own, it will just get rid of the card your opponent cares the least about. But sometimes, especially late, your opponent will only have one card anyway. Plus, it has the Party upside, which will sometimes make it a considerably more disruptive effect. I normally like first-picking the Freebooter when we’ve seen it -- but like I said, I think this is a little worse, and falls a bit short of that. I’m giving it a C+.
Blood Beckoning - C
Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is wortwhhile does enough to keep this as a solid playable. I’m giving it a C.
Bloodchief’s Thirst - B
This is premium removal. One mana to kill things that are two mana or less would probably put this at a C. It basically always trades up, but is awfully narrow. By adding Kicker here, you get around that narrow part. This can kill anything in the later part of the game, and that’s usually what you want anyway in the later part. Sometimes you have a 4-mana Sorcery speed spell that kills something and your opponent plays a cheap creature you desperately want to kill, and it doesn’t feel so good -- Bloodchief’s Thirst gives you the best of both worlds. It is a Sorcery, which holds it back from being completely insane -- but it is still an easy card to pick early. I’m giving it a B.
Coveted Prize -F // C+
Tutors are not normally that great in Limited, apart from the most powerful ones. This is not that most of the time. 5-mana to tutor is absolutely horrendous, and makes thi s an F. You are paying 5-mana to search up what might be your best card, but the amount of tempo you lose there is just too much. You aren’t getting any card advantage, just really expensive card selection. Now, if it is easier than I am envisioning to get a full party, this will get a lot better, since you will do something right away when you cast it -- but assembling af ull party is nowhere close to a foregone conclusion. It seems doable, but certainly not easy. There are some cards that seem to have more than one of the Party creature types, and some that even have all of them, and if you get those, well -- Coveted Prize gets better, because assembling a party will be much easier -- but it still is nowhere close to a guarantee. I’m going to say this is an F in most decks, and a C+ in a deck that really gets there on party.
Deadly Alliance - B-
So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside. I would guess you will pay an average of 3.5 or so for this, and for me, that is certainly premium removal, and in the lower range of first pickable. I’m giving it a B-.
Demon’s Disciple - C
This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot. This kind of card is always fine in Limited, but never really much more than that. I’m giving it a C.
Drana, the Last Bloodchief - A
I think this is a bomb. A 5-mana 4/4 flyer is usually a B- in most formats, and she obviously has an incredible ability that triggers when she attacks. Sure, you need to have something in your graveyard, but when you know you have Drana coming, you can trade sort of aggressively, then play herr with the plan of reanimating those things. It will be a real challenge for your opponent to overcome the value you get even if you just attack with her once, because it will be way more than you normally get for5-mana. Your opponent gets to choose what comes back, but no matter what they choose, you’re going to be in a pretty great position. I mean, let’s say you get back a Grizzly Bear with her -- that means you are paying 5-mana for a 4/4 with flying and a 3/3. That’s a nice deal, right? And that isn’t a pie in the sky scenario either, that will just happen. And she keeps reanimating things if you happen to have more creatures in there. Good luck ever winning if she attacks you twice! The value here is what makes her a bomb, you know, in addition to actually just being a good creature all on her own. She can stabilize your board even when you’re behind in many situations. I’m giving her an A.
Dreadwurm - C+
This seems like a pretty nice Common! A 5-mana 5/4 that is indestructible a decent chunk of the time is some serious business, as a creature that size isn’t just going to be bouncing off of your opponent’s blockers most of the time. Once it has indestructible, your opponent will typically either have to take the hit, or give something up, and putting them in that situation is pretty great. I think this will be a very nice cards for most Black decks, though not really one you want to be first picking. I’m giving it a C+.
Expedition Skulker - C
This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch enough of the time that I think you’ll probably find yourself playing the first of these in most Black decks. This is a C.
Feed the Swarm - B-
Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. This will get a little better if your deck has some lifegain, but even without it, I think we are looking at premium removal here. I think this is in the lower range of firs tpickable. I’m giving it a B-.
Guul Draz Mucklord - C
This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad. There is some +1/+1 counter synergy in the set too. This seems like a solid card. I’m giving it a C.
Hagra Bite - B
This looks pretty good to me. 4-mana to kill a creature at instant speed is usually good enough for a B-, and having the upside of being a land is nice. To be clear, it will never, ever cost three mana in Limited, because your opponent controlling 0 basic lands just won’t happen, but I think the land upside is enough to push this to a B.
Hagra Constrictor - C
On its own, the Constrictor is a 3-mana 2/2 with Menace. That’s probably a D+ or a C-. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively. I thinkt he whole package here is a solid playable, and a decent payoff for +1/+1 counter decks. I’m giving this a C.
Highborn Vampire - C-
So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t. I’m giving it a C-.
Inscription of Ruin - B
If you don’t kick this, it does give you three options that are reasonably efficient -- you can Mind rot your opponent, reanimate something spell, or kill something small. Those cards in Limited, respectively, would be something like a D+, a D+, and a C+ -- but a card that gives you those options is pretty alright. Without kicker, this would probably be a C+. The kicker here does make it cost 7, but obviously if you do all three of these things, you’re going to be in business. Now, making your opponent discard two in the late game doesn’t always matter, but you will usually still be killing something and reanimating something and that isn’t too bad. I think this is a B.
Lithoform Blight -C
This is a neat design that actually gives Black some fixing, and still feels Black! I like that it replaces itself, because oftentimes a card like this can feel bad, since it uses up an entire card to just make it so a land can produce mana of any color, which you frequently only need for a single card in your deck, but replacing itself goes a long way towards fixing it that. I don’t see a reason you wouldn’t play the first copy of this in a deck that is splashing something. I’m giving it a C.
Malakir Bloodpriest - C
So, a two mana 2/1 that has a useful creature type and drains the opponent one life is probably like a C-. This obviously has a higher ceiling than that, as it will sometimes drain 2-4 life. I think that makes this a solid playable. I’m giving it a C.
Mind Carver - C-
One mana for a +1/+0 boost to a creature isn’t the most exciting thing in the world -- but if you can reliably make it +3/+1, you’re going to be in business. Problem is, outside of the UB deck, your opponent consistently having that many cards in their graveyard is unlikely, and having to pay the Equip cost for it when it is only giving +1/+0 in the later part of the game is going to feel pretty awful. That first Equip being free is what I think salvages this as a decent playable, but just barely. I’m giving it a C-.
Nimana Skitter-Sneak - C
So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace. Obviously enough, the question becomes: How often will your opponent have 8 cards? I think the answer is that most of the time, this probably won’t become a 4/4 with Menace until like turn 6 or so. Sometimes it will be earlier for sure, but don’t count on it coming down at that size and attacking as a 4/4 Menace on turn 4. I think this is a solid card. I’m giving it a C.
Nighthawk Scavenger - B+
Well, this is a really good card, and a fun reference to Vampire Nighthawk. A 3-mana ⅓ with flying, deathtouch, and lifelink is probably a C+, and maybe even a B-. This will effectively become vampire nighthawk if your opponent has a single card in their graveyard, and the nighthawk was a great card last time we saw it -- and it can get even bigger! This won’t always be able to take over games, but even when it can’t, it will represent a real problem for your opponent. This fall short of a bomb, but not by much -- I’m giving this a B+.
Oblivion’s Hunger - D- // C+
I think you generally need to be drawing a card with this for it to be worth it. We have seen this type of instant that just gives indestructible before, and it is often quite underwhelming. It is useful against most removal, but it isn’t actually that great in combat, as you need a creature who is already large for it to actually make combat go your way. Otherwise, it is kind of like you’re just fogging a single creature, and that’s just card disadvantage. That’s why you need to be drawing a card with it -- if you are, you have a pretty reasonable card. I think the difference between those two things is enough that I want to give this a build around grade. It is probably going ot be a D- in a typical deck, and a C in a deck with enough +1/+1 counters.
Pelakka Predation - C+
As I’ve said, I really like all these double-faced lands for Limited. If you really need a land, they can do that for you, and if you draw them when you are flooding out, they actually do something unlike most lands. The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it. I think this is a C+
Shadow Stinger - C
A ¼ with deathtouch is usually a pretty nice body -- it really prevents opponents from being able to swing with their ground creatures in many scenarios, and it attacks reasonably well too. This doesn’t always have death touch though, and while it will probably have it frequently, I’m not super interested int his. Yes, it mills some stuff, and the UB deck is certainly interested in doing that, but I think this card isn’t much more than solid, and if you can threaten death touch it will often get in for damage. But still, I don’t think this is much more than solid. I’m giving it a C.
Soul Shatter - B-
This kind of edict effect is always pretty nice. Most edicts let your opponent make the choice, but this one mostly doesn’t -- unless they have more than one creature or planeswalker with the same CMC. Generally, you’re going to get your mana’s worth here. Your opponent’s most expensive creature isn’t always their best one, but it is often enough that this will feel pretty good. This is an Instant too, so you can often use it in response to another creature coming down, if you want to get rid of one already one the table. I think this is premium removal. I think you first pick it some of the time. I’m giving it a B-.
Subtle Strike - C
We have seen this before, and I quite like it as far as tricks go. Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another. It sounds like I am super high on the card -- but keep in mind it is still a trick, and even the nicest tricks are often just solid cards. This is because of the danger of getting 2-for-1’d -- although this does mitigate against that a little bit thanks to the two separate effects -- but still, I think it is a C.
Tavorax - B
So, worst case, this is a Wind Drake. That’s a card that makes the cut more often than it doesn’t -- but this has a whole bunch of other text! Getting bigger when your creatures die is nice, and also drawing cards off of Clerics who die is great. Tavorax is definitely a magnet for removal, but left unchecked it will certainly take over games. The small starting size holds it back from being a bomb for sure, but it is still really powerful. You first pick this most of the time. I’m giving it a B.
Thwart the Grave - B
Well, I think this is really good. Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it is probably a C+ or so. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana, and I think that upside -- which if you’re really lucky can make it only cost two Black mana -- that upside is definitely enough to push this into first pickable range, and I think all the way up to a B.
Zof consumption” - C+
As you likely know from my other videos, I am pretty high on most of the spell-lands in this set. I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would probably be a D+ at best, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade. It isn’t enough of one to make it first pickable -- right now I’m not sure any of the uncommon versions of these will be first pickable -- but it is wayyy better than it is going to look for most people. I’m giving it a C+
Red:
Akoum Hellhound - C
Well, this is a Red Steppe Lynx. This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible. I think this is just a C.
Akoum Warrior - B-
I like the flexibility these offer. It is kind of similar to Cycling. If this big guy ahd Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either. I think the flexibility on these is going to make these really good. This one is so good I think I want to first pick it in some weaker packs. I’m giving it a B-.
Ardent Electromancer - C
On its own, this is a 3-mana 3/2 that gives you one Red mana back -- which kind of means it is a two mana 3/2. Of course, that’s only if you have something to use that mana on, and having that is no guarantee. Still, this giving you two Red mana is not far-fetched, and obviously if you have a full party you actually get back more than you paid for it! While that ideal situation DOEs sound sweet, you should probably count on this giving you an average of like 1.5 mana when you play it, and that’s solid. It does have a higher ceiling, but the hoops to get to that ceiling are a bit rough. I’m giving this a C.
Cinderclasm - C
This is a fun new take on Pyroclasm. Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good. I do think there will just be decks that don’t want something like this, but I think I can see mid-rangey Red decks interested in the first copy. I’m giving it a C.
Cleansing Wildfire - D+
Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. Will you play this most of the time? Probably not. But if your’e trying to splash something and don’t have any other fixing, this can do the job -- in addition to maybe picking off a powerful non-basic at some point too. I’m giving it a D+.
Expedition Champion - C
This is a nice little Warrior payoff. A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that. I’m giving it a C.
Fissure Wizard -C-
This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable, one you’ll play the first copy of enough for it to make it a C-.
Goma Fada Vanguard - C+
Woo boy, this is going to be a great card for the Warrior deck. These creatures who make stuff unable to block always play really well in Limited, because they can have a drastic impact on combat, making it so that creatures who didn’t have good attacks previously can now attack. Now, the best versions of this we see generally have Haste, and don’t ask us to jump through hoops -- but they also generally aren’t so cheap and don’t have such reasonable stats. I think in the end, this fall short of being first pickable, but if you’re in the Warrior deck, it should definitely move up in your pick order. I’m giving this a C+.
Grotag Bug-Catcher - C
So, on its own, this thing is a two mana ½ when it is blocking, and a two mana 2/2 with Trample when it attacks. That seems like a decent little card, and an especially good place to put Equipment or use tricks. Obviously, if your party gets bigger, he becomes a better attacker. This seems like a solid two-drop for aggressive decks. I’m giving it a C.
Grotag Night-Runner - C+
I always really like Thieving Magpie-esque creatures, and we have a Red version here. If you can back him up with removal, tricks, and equipment, he is going to wreak havoc on a game, since he will effectively draw you a card when he hits your opponent. His mediocre stats do mean he is fragile and inefficient, so I don’t think I can quite say I want to first pick him, but it is close. I’m going to start him at C+.
Kargan Intimidator - B
This is a nice two-drop that is a bit of a swiss army knife. Making a creature into a Coward means that on his own, he can’t be blocked by it -- but that is true of your other Warriors too. He can pump himself to a 4/2 as well, which means if he can’t be blocked, he is hitting hard -- and he can give any Warrior you have Trample, which is pretty solid. If this comes down early, and you can’t kill it, you’re probably going to lose, and it has utility all game long thanks to its suite of activated abilities. I think you first pick this most of the time you see it. I’m giving it a B.
Kazuul’s Fury - C+
So the spell side of this is an overcosted Fling -- that’s probably like a C. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice. I think this is a C+.
Magmatic Channeler - B-
This is an interesting new take on Rummaging. Generally, one discards a card and draws a card, but in this case you only get to exile the card until the end of your turn. In most ways, that is probably worse -- because Rummaging lets you hold on to what you get as long as you want to, and the Channeler requires you to use it on that turn or it stays exiled forever. Now, the effect here is free, and on a creature that only costs two mana, so even though it is a little worse than Rummaging in most scenarios, you can start doing this very early in the game and that will drastically improve your card quality. Obviously, it also eventually gets bigger too, becoming a 4/4, and that’s some pretty serious business, especially if you find a way to get that fourth instant into your graveyard at instant speed -- which won’t be hard because it is an Instant, and the Channeler’s ability helps you get there too. I think the whole package here amounts to a card that is worth taking with an early pick in some weaker packs. I’m giving it a B-.
Moraug, Fury of Akoum - B+
So, if you take landfall out of the picture, this is a 6-mana 6/6 that gives +1/+0 to all of your attacking creatures. That’s probably about a B-. That’s a big boy for Limited, and making yoru attacks better is nice. Then you mix in the Landfall, and you have something that is a little bit silly, because it lets you attack more than once a turn -- and doing that more than once a game isn’t super far-fetched -- well, maybe it is -- but only because your opponent will frequently die from you attacking twice the FIRST time. Obviously, the creatures get +2/+0 on that second swing too. I do think a lack of evasion and a reliance on an already well-established board state hold this back from being a bomb, but it is close. I’m giving it a B+.
Relic Robber - C+
I like the design here. A 3-mana 2/2 with Haste is generally like a D, but the rest of the text box here is quite nice. Giving your opponent a useless token that damages them every turn seems pretty sweet. And, in the early game, it will often have no problem making that happen. Problem is, once it gets late, it will be increasingly difficult to get in with the Robber, at which point it just becomes a really inefficient creature. I think that downside prevents this from being a Rare you want to first pick, but it is a nice playable. I’m giving it a C+.
Rockslide Sorcerer - B-
This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly. I think I’m going to be first picking this in some packs. I’m giving it a B-.
Roil Eruption - B
Two mana to do 3 to something is premium removal, even as a Sorcery. You’re just going to trade up with it a lot, and that feels great, and hey, sometimes you can go after your opponent and end the game that way. Obviously the kicked version of this is far from efficient, but it is really just upside tacked on to an already premium removal spell, and having a direct damage spell that can do 5 is going to end some games. I think this is a great Common, and one you will first pick with regularity. I’m giving it a b.
Roiling Vortex -D+
This is a fun reference to the older card Sulfuric Vortex. Overall, this probably won’t be great in Limited -- it is the kind of card that is very much designed for constructed aggro decks, who at the very least need some sideboard action against life gain. This format does have life gain in it, so turning it off will sometimes matter in Limited, and if you are a really aggressive deck, adding the additional damage to the table will be pretty nice for you. If you are all in on aggro, you shouldn’t really care that you’re damaging yourself too, since you will be killing your opponent before it matters. The 5 damage clause is almost never going to come up in this Limited format, so it may as well not be there. So, how good is this in Limited? I think you will find yourself cutting it more than you play it. I’m giving it a D+.
Scorch Rider - C
So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside. You don’t have to cast it that way -- if you did, it would be terrible -- but as is, it is a solid card for most Red decks. I’m giving it a C.
Shatterskull Smashing - B-
So, let’s take the land side of this out of the equation -- how good is it to do something like pay 6 mana to do 4 damage divided how you want? It is pretty nice. You can get a 2-for-1 a decent chunk of the time, and obviously it scales beyond that. A bit of a bummer it can’t hit players, but still, that card would probably be at least a C+. It is clunky and inefficient, but can really warp a game in your favor in some scenarios. I think adding the land option is enough to push this into first pickable range. I’m giving it a B-.
Skyclave Geopede - C+
This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up. I thinkt his is a C+.
Sneaking Guide - D
I don’t like this a whole lot. The times where we have seen this ability shine is when they have been free and on a creature with decent stats -- this isn’t really either of those things. There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But to start out this format, I’m going to give it a D.
Song-Mad Treachery - C
So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable. Still, I think this is one of the more underwhelming cards in this cycle. But, I thinkt he flexibility it has -- counting as a land when you need it to, Threatening when you need it to do that -- is enough to push it into decent playable territory. I’m giving it a C.
Spikefield Hazard - C+
One mana to do one to something is not usually a great card in Limited, it just doesn’t kill enough stuff. This card can at least hit players or planeswalkers too, but that’s still not that great. Even adding the Exile clause doesn’t help a whole lot. But you know what does help? Having a land on the other side! When you can’t really kill anything with the spell side, having a land isn’t a terrible back up. Like all of these, I think this is a C+. You can count this as a land in your deck, but it is only a land when you want it to be, and that’s pretty nice.
Spitfire Lagac - C-
A 4-mana ¾ is a D+ in most formats these days. This adds a decent landfall trigger to the mix -- doing 1 damage for every land isn’t too bad. But it isn’t really all that great either. This card is basically the textbook definition of mediocre. I am willing to start it out in the lower range of a card you don’t feel bad about playing -- which means a C-, but I would not be surprised to see it slip into the D range.
Synchronized Spellcraft - C
Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up. It IS removal, and that means you will play it a decent amount of the time, but it isn’t the kidn of removal you go after early. This is just a C.
Teeterpeak Ambusher - C-
Well, this is actually kind of interesting. You’re probably thinking “Not really,” but this kind of card is actually interesting to evaluate. Most of the time when we see a card like this, it has pretty bad stats -- by giving this a reasonable amount of toughness, they have given us a card that I think will actually overperform. The downside for a card like this is often that the best you can hope for with it is to trade, and if you have to pump mana in just to trade for like a 2/2 -- as is often the case -- you’re not doing so well. But in this case, this can really cause 2/2s problems, and can trade with 3/3s -- and sure, you end up investing a total of 5 mana for that trade, but the fact that it actually has a relevant body that causes problems for some early creatures makes this better than this creature normally would be. That was kind of a lot of talking for a card that I think isn’t actually that good overall -- it is like a C-. But hey, that’s way better than Bellows Lizard or Weaselback Redcap.
Tormenting Voice - D+
We see this card all the time, and in most formats it is a card you’ll include some of the time -- it gives you a bit of flood insurance, but it is also really easy to cut, and certainly not something you ever run -- it is usually one of the last cards to make your deck when it gets in there. That’s a D+.
Valakut Awakening - B-
I like this split cards that are lands on one side and a situational spell on the other. For these, you choose which side comes down face up, so it is more modal than most Double-Faced Cards. It basically makes it so you can run fewer lands in your deck, and cut down on flooding. If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. The other side here, at worst, is 3-mana to draw one card, and sometimes you’ll get to pitch two lands with it and draw three at Instant speed, which isn’t too shabby -- and obviously, sometimes it will do more than that. Overall, I think the flexibility of this card makes it very strong. A land when you need it to be, a draw spell when you don’t need a land -- sign me up. I think this is first pickable. I’m giving it a B-.
Valakut Exploration -B
I like this card a lot -- I always love these Red card advantage engines, and that’s what we have here. You won’t exactly be triggering it ever turn, but you will get landfall going often enough that it is going to really help you win games. One kind of cool thing about this version is that it doesn’t exile the cards forever -- you get them in your graveyard, and that might actually matter. The fact it does damage when you don’t cast things from Exile is nice too -- especially because if you hit a land off of this, you’re not going to be able to play it -- since you already triggered landfall, and thus have played your land for the turn. So basically, this does 1 damage to your opponent when you hit a land, and draws you a card when you hit anything else. I think the downsides here -- needing to trigger landfall, not being able to wait to play the land if you exile it -- is enough to keep this from being quite the card advantage engine we have seen similar cards be in the past, but I think you still first pick this most of the time. I’m giving it a b.
Green:
Adventure Awaits - D+
We see a Green card like this in most sets, and they are always ok. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks. It is a pretty classic 23rd or 24th card in your deck, and it won’t even always be taking that slot. I think this is a D+.
Ashaya, Soul of the Wild - B
So, this is a really cool design. At worst, this will be a 5-mana 5/5, but if you have any other creatures on the board, it will be much larger than that -- while also giving you a ton of extra mana. If this format has enough mana sinks or other things to ramp into, Ashaya is going to be really sweet. If that’s not the case, I think Ashaya is still pretty dang good -- though it should be noted that it has no evasion to speak of, and is mostly just a big ol’ creature that continues to grow in many situations. I think that holds it to a B. It is really good, but probably not a bomb.
Bala Ged Recovery - C+
This is not an efficient way to get something back from your graveyard, but that’s ok, because it can be a land when that effect is underwhelming. Similarly, it is at least better than drawing a land when you’re in top deck mode, right? That mediocre spell doesn’t look so bad in that scenario, right? I think like most of the cards in this cycle, it is at least a C+ because the flexibility here is so nice, and really going to smooth out games. You can count this as a land in your deck, but it won’t always be one! I love that.
Broken Wings - C- // C+
This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard. It is probably a C- if you are main decking it, and a C+ out of the sideboard.
Canopy Baloth - C+
This seems like a very nice common. A 4-mana 4/3 is usually about a C-. Those are reasonable stats on just a vanilla creature, but this comes with some pretty real upside -- it will be a 6/5 for 4 a decent chunk of the time, and if you have some shenanigans going on, it can be even bigger than that. Now, it doesn’t have evasion, and 3 toughness puts it in danger of dying to many things, but I think the efficiency here can’t really be overlooked. Most Green decks will probably be happy with 2-3 of these. I think this is a C+.
Cragplate Baloth - B
So, a 7-mana 6/6 with Haste and Hexproof is pretty reasonable -- it can only be taken down in combat, and both Haste and its size make it a little harder to do that. Like all hexproof creatures, the Baloth will also be really silly with auras. If you kick it -- meaning you pay 10 mana, it comes down as a 10/10 with haste and hexproof, and having that extreme late game option is pretty sweet. I don’t think this is a bomb -- it is expensive and lacks evasion -- but it seems like some pretty nice top-curve in most Green decks, and I think you can take it with a first pick. I’m giving it a B.
Dauntless Survivor - C
We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format. This is a nice two drop that you’re going to feel fine about playing multiples of. I’m giving it a C.
Gnarlid Colony - C+
This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great. I can see this being a pretty nice Green common. I’m starting it at C+.
Insciription of Abundance - B
This looks really nice to me. Casting it without Kicker is honestly not a bad deal at all -- sometimes the counters will make for a nice trick or save a creature, and being able to Fight something at Instant speed for two mana is usually a playable card all on its own. If it was just a modal card without Kicker, it would probably be a C+ at worst. But, adding Kicker to the mix makes this really good. It becomes a 5-mana spell that pumps your creature, which is going ot make the fight part better, and it will also gain you more life potentially since you make a creature better. While 5 mana IS kind of a lot, and this has the downside of all fight cards -- playing it into open mana is very dangerous because of the risk of getting 2-for-1’d -- I think the upside here makes it worth the risk. You just have to carefully pick your spots with it, and if you do, kicking it will have a big impact on the outcome of many games. I think this is a nice first pick. I’m giving it a B.
Iridescent Hornbeetle - B-
This is a pretty sweet +1/+1 counter payoff. Keep in mind it gives you a creature token for each +1/+1 counter. We frequently see effects like this that only count instances of counters, but the Hornbeetle counts each counter individually, so it will be producing a nice little army for you. Now, it is important to remember that it isn’t a trigger that happens right away, it only triggers at the end of your turn, so players will be able to kill this before it spits out the tokens sometimes. Still, this seems like a very powerful +1/+1 counter payoff, and a good enough one that I’m willing to risk a first pick on it sometimes. I’m giving it a B-.
Joraga Visionary - B-
This is a very nice common. Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen. This is one of Green’s better Commons. I’m giving it a B-.
Khalni Ambush - B-
This might be the best of this uncommon cycle of DFC lands, though the Red one is quite good too. That’s because one side of it is a removal spell. Sure, it is Pounce for one more mana -- but the fact it can be removal when that works out for you, or a land when that’s what you need is just super good. Being an Instant also means that the Fight side of the card will find more windows than Sorcery speed versions of that effect. I think I am willing to spend a first pick on this in some weaker packs. I’m giving it a B-. I know I’ve been saying it all week, but the flexibility on these is better than you might think.
Lotus Cobra - B
Fixing and ramp is always nice, and the Cobra does both for you, in addition to its semi-reasonable body. If you haven’t had the pleasure of playing this Snake before, you’ll be amazed at how much value you can get out of the extra mana and fixing. It is still a vulnerable little guy, and certainly not a bomb -- but most of the time you see this, you’re going to take it. I’m giving it a B.
Might of Murasa - D+
So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot. It is probably a better card when you cast it without Kicker to be honest, though the added flexibility here is never a downside. But still, this does not seem like a great trick to me -- the payoff isn’t enough to make it worth risking a 2-for-1 most of the time. I’m starting this at a D+.
Murasa Brute - C
A vanilla 3-mana 3/3 is still a nice enough rate that this will make the cut most of the time. This also has a relevant creature type, but it probably won’t be much better than a C.
Murasa Sproutling - C+
Kind of funny to see this so soon after Murasa Brute -- as they have the same base stats.but this Sproutling is way better, because it can do something else -- and what it does, is pretty sweet. REturning a Kicker card from your graveyard is nice, especially because the card doesn’t actually have to have been kicked for you to get it back. This has that C baseline, and then in the mid to late game becomes a 5-mana 3/3 that draws you a card, which isn’t too shabby. I thinkt his is a C+.
Nissa’s Zendikon - C+
Making a land into a reasonable creature is nice, especially when you can do it over and over again. You aren’t doing amazing on efficiency with a 4/4 with Reach and Haste, but you aren’t doing horribly either. It is nice that Green has a Common creature with Reach that is a reasonable size, too, because often Green is stuck having to block Flyers with ¼ spiders and the like. I think the first copy of this will be nice in most Green decks. I’m giving it a C+.
Rabid Bite - B-
We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal, and it is efficient enough to be premium. I’m giving it a B-.
Roiling Regrowth - B-
This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful. Overall, I think this is going ot be a key card in Green decks, though probably not something you go after with a first pick. I’m giving it a B-.
Scale the Heights - C
I like this card. It does a whole bunch of little stuff, but doing all of it is probably worth three mana. Basically this is Explore with some life and a +1/+1 counter attached to it, which is definitely worth that additional mana. This helps you ramp a bit while making a creature larger, and it makes spending three mana on something that does not have much of an immediate impact a lot less painful thanks to the life gain. This seems like a solid playable to me, and it might even be better -- but I’m starting it at C.
Springmantle Cleric - C
This is an interesting card. So, in your typical two-colored Limited deck, it is usually going to just be a 5-mana ⅘. Which is not terrible, but it is kind of reasonable on the vanilla test -- like a D+ or a C-. Sure, sometimes you’ll just have your Green mana and that will hurt -- but sometimes you’ll also have more mana lying around, too. If you pay three colors for this you’re getting a good deal, and a great deal for anything beyond that. This is the kind of card, too, where it will be worthwhile just running random off-color dual lands, just because it can help you make the Cleric better, and the opportunity cost is very low. Now, this isn’t great -- and most frequently, will probably just be that ⅘ -- but I think the upside here is pretty nice, and probably enough to get it up to a solid C.
Swarm Shambler - B
So, this isn’t QUITE a Green Hangarback Walker, but it doesn’t feel that far off. It start out small, but can get larger every turn if you have a spare mana lying around, and it makes sure that it will leave an impact on the board thanks to the fact that creatures with +1/+1 counters who are targeted will give you an Insect token. This is basically a little guy who will quickly become a problem for your opponent. It is certainly fragile early, and dying in combat won’t give you Insects, but I think this does enough to be a first pick most of the time. I’m giving it a B.
Tajuru Blightblade - C
We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful. Sounds like a C to me.
Tajuru Paragon - B
A two mana 3/2 does a nice job on the vanilla test, and by having all of the “Party” creature types, the Paragon will make all of your party payoffs into much better cards! Most of the time, it will be better to cast this for kicker, since it is likely to draw you a card most of the time, and a 5-mana 3/2 that draws you a card is a nice deal, but the fact you can play it earlier is nice -- it can help you set up Party cards, or it can just give you an aggressive early creature who can do some damage. I thinkt his is worth first picking most of the time. I’m giving it a B.
Tajuru Snarecaster - C-
We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut. It is notable that it has one of the “party” creature types, but yeah, this is just a C-.
Tangled Florahedron - C+
This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board. Like most of this cycle, I think this is a C+.
Taunting Arbormage - C
A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block. I still think that the inconsistent nature of a card like this keeps it from being great, but I think you’re always running the first copy in Green decks. I’m giving it a C.
Vastwood Surge -C
Some more fixing and ramp for Green that also triggers landfall a couple of times! 4-mana spells that search up two basics tend to be fine in Limited, assuming a format isn’t blistering fast, so adding the Kicker upside here is nice -- especially because it turns your board into a force to be reckoned with. Some ramp/fixing spells feel pretty useless in the late game when you already have a ton of man, and the Kicker here definitely makes this card matter than most. This is clunky, but I think you’ll play the first copy in lots of Green decks. I’m giving it a C.
Vine Gecko - B-
This is a nice Bear. Any time you can start out as a 2-mana 2/2 and then do some other stuff, you’re looking at something pretty nice in Limited. The Gecko is obviously a kicker payoff, and I really like that it helps you out in that department int wo different ways: Both getting larger when you kick things, and making it easier for you to Kick things. Being able to make this grow at instant speed will be especially nasty -- it will feel like Green Prowess sometimes! I think there are enough reasonable cards with Kicker around that this thing should be viewed pretty favorably. I think I am willing to take this with a first pick in some weaker packs. I’m giving it a B-.
Multi-Colored:
Brushfire Elemental - C+
So, Red Green is all about aggressive landfall, as this signpost uncommon tells you. He will be a 3/3 on turns where you play a land -- which will usually at least include the first few turns after you play him, and there are various ways in this set to make him a 5/5 too, which is even scarier. Small creatures can’t block it either, and that’s an evasive ability that has overperformed every time we have seen it lately. It is hard to get over the fact that it is only a 1/1 though, that dies to pretty much everything -- and I think that keeps it from being the kind of signpost you take with a first pick. I’m giving it a C+.
Cleric of Life’s Bond - C+
So, the signpost uncommon for BW seems to want you to be both gaining life, and playing Clerics, since it pays you off for both! It gets larger when you gain life, and playing clerics gains you life, so you don’t really have to go out of your way for the +1/+1 counter part of the card to trigger, though obviously having some other ways to gain life will make it better. This seems like a nice card for BW decks, but for now I am hesitant to say that I want to take it with a first pick. I’m giving it a C+ for now.
Kaza, Roil Chaser - C+
So, obviously enough, UR is about Wizards and Spells -- this does a good job of communicating that. It has kind of ok stats given its mana cost -- attacking or using the ability right away is nice. Its ability to reduce spells will sometimes just feel like you have Vodalian Arcanist in play, and that won’t be the best feeling, but it has a ton of upside, and I think that’s enough to make this a key card for the UR Wizards-Spells deck. I don’ think I want to go after this super early at all though. I’m giving it a C+.
Lullmage’s Familiar - B-
I like this signpost common a lot. It has reasonable defensive stats, helps you ramp, and gives you a reasonable Kicker payoff. And, obviously, the ramp part of the card helps you kick things in the first place. I think this does enough that it is worth taking with a first pick in some weaker packs. I’m giving it a B-.
Linvala, Shield of Sea Gate - B+
If we put the party mechanic aside here, we’re looking at what is already a very good card -- a 3-mana 3/3 Flyer with a very nice activated ability. She can attack effectively msot of the time, and once you need her to, she can give your whole board hexproof or indestructible, and that ability is always really going to wreak havoc on your opponent, just with the threat of activation. Now that we’ve talked abou that, we can bring the “party” effect back in, but I don’t think it makes a huge difference. This is because Linvala is one of those party payoffs who demands a full party, and even though she brings one of those creature types to the table -- she is a Wizard -- you jus twon’t be able to consistently assemble a full party. Obviously if you can, she will become absolutely absurd, since she shuts down a creature every turn. In the end, I think Linvala is a B+. And, if it turns out to be easier than I think to assemble a party, she will definitely be in bomb territory -- but I am starting her at B+ for now.
Murassa Rootgrazer - B-
Obviously, the goal here is to abuse Landfall with this Beast, and if past visits to Zendikar are any indication, triggering landfall a bunch is a good way to win. With this as the GW signpost uncommon, it probably means that the GW deck is going to be the most into Landfall overall. It is great that it does pretty well on the vanilla test, too -- and giving it Vigilance means you can crack in with it and still hold on to the activated abilities. Triggering landfall at Instant speed can really be a beating. This seems like a Signpost uncommon that is strong to take with a first pick. I’m giving it a B-.
Nahiri, Heir of the Ancients - B-
So, she is something of a build around in two different ways. 1) She likes Equipment, and 2) she likes Warriors. The good news is, I think most RW decks in this format will have enough of both of those for Nahiri to be pretty good. She doesn’t make the most imposing tokens, but they can at least chump block for her, and if you have Equipment maybe do more than that. Her -2 will draw you a card a decent amount of the time, and her -3 will be able to do 2-4 damage often enough that it seems alright. Still, she is pretty reliant on Equipment to be at her best, and while it is clear that RW’s theme is Equipment, it still might not be that easy to have enough Equipment in Limite for her to truly shine. Still, I think she is worth spending a first pick on, but probably not over things like premium removal. I’m giving her a B-.
Nissa of Shadowed Boughs - B+
This Nissa seems pretty powerful. Note that her animated lands don’t stick around to protect her like on some NIssas -- the lands she animates are basically only good for attacking -- but with Menace they will be pretty nice attackers. One cool thing about her is her static landfall ability -- you can potentially get her up to 5 loyalty the turn you play her by playing a land afterword, and sometimes, just paying 4 mana to reanimate something and make it bigger, or put it into play from your hand and make it bigger will be worthwhile. I do think she falls short of being a bomb -- the two things I just outlined her doing -- which are attacking the opponent with lands or reanimating something -- are nice, but not normally gamebreaking. In an ideal world, you +1 her on the first turn, then play a land, then reanimate, and she still gets to stick around, but because she does not protect herself on her own, you can’t really count on that. All that said, I’m not down on Nissa -- she’s a great card. Just not a bomb. I’m giving her a B+.
Omnath, Locus of Creation - C+
Omnath is back, and he just keeps getting even wackier. A 4-mana 4/4 that draws you a card is nice, but if that’s all he was, I don’t think you would play him, because he is just so challenging to cast. The real value comes from his unique take on landfall, that gets progressively stronger the more times you trigger it in a single turn. Obviously, to make that happen, you’ll need things like Evolving Wilds and ramp spells, and triggering landfall three times in a turn will be especially difficult -- but, even if he is just gaining you 4 life for every land you play, he is probably a reasonable inclusion if your mana base can support him. Now, that IS a big iff, but if you’re base Green it does seem doable. I am turned off enough by his mana cost that I don’t see myself first picking him though. I’ll start him at C+
Orah, Skyclave Hierophant - B-
A 4-mana 3/3 with Lifelink is probably a D+ or C- in Limited. Obviously, this comes with additional Cleric upside which is nice -- but you also have to be loading up your graveyard in the process to really take advantage of that. I don’t think it is crazy to imagine trading with a 2 or 3 mana Cleric and then dropping this though, which will be a nice little source of value. Most of the time, I don’t see this just completely taking over games, because ending up with a critical mass of Clerics of just the right CMC will be tricky. Still, it does have a fairly high ceiling, and for now at least, I’m willing to take a risk on it with an early pick. I’m giving it a B-.
Phylath, World Sculptor - A
This is the new Avenger of Zendikar, and it seems really good. I love that he adds to the board immediately no matter what. And yeah, sure a bunch of 0/1s aren’t always going to be impactful, but this thing is alsoa 6-mana 5/5, so making like 6 0/1s is going to be a pretty good outcome for that investment. And those 0/1s won’t stay that way for long. In an ideal world, I think you wait until you can play Phylath AND play a land in the same turn, so that the 0/1s he makes will become 1/2s, at which point they are definitely relevant. If left unchecked, he will continue to pump his Plant friends, and that’s pretty awesome. I think Phylath is a bomb -- it will pull you back to parity from behind, ahead if you are parity, and seal the deal if you are already ahead. I’m giving it an A.
Ravager’s Mace - C+
This gives a nice bonus for the cost when you first play it. It will usually at least be giving +1/+0 and Menace, and giving more than that isn’t far-fetched. Three mana for that boost isn’t too shabby. Now, having to pay four to equip it after that is a bit steep, but the free equip to start things off helps make up for that. This is the kind of Equipment that can potentially make any creature into a threat, even if it does ask for a bit of a set up. I think this is a C+.
Spoils of Adventure - C+
So, 6-mana to draw 3 and gain 3 at instant speed would actually already be a playable card in control decks. Now, it wouldn’t be more than something kind of mediocre, but still, that’s our base level here. I like expensive draw spells that gain you life, because they tend ot mitigate against the big downside of using a whole turn to cast it, something that usually costs you life since your opponent will probably be attacking you. I really think once you have this down to 5 mana you’re in business, and anything less than that and it will get pretty silly. I am often drawn to grinder strategies in Limited, and that fact makes me really want to start this at a B-, meaning it is something you first pick sometimes -- but I think it is probably more accurate to start it at C+.
Umara Mystic - B-
This is a pretty strong signpost uncommon, I think. After all, it is a strictly better Wee Dragonauts, and that card has always been a nice card in Limited. Trigger off of spells and Wizards is even better than you might think -- because in the past, like with the Dragonauts, only triggering on instants and sorceries is already pretty good -- ALSO triggering off of creature spells that have the right type is great, and it isn’t far-fetched to imagine your deck having 10+ ways to power this thing, and sometimes multiple times a turn. This will attack as a 3/3 with regularity, and often threaten to be even bigger than that. This is a signpost that I feel pretty good about first picking in weaker packs. I’m giving it a B-.
Yasharn - B
This pig is pretty nice. It is a 4-mana 4/4 that draws you two cards, and that’s hard not to like. Sure, those two cards are lands, but remember this is Zendikar, and GW is one of the combinations that is most focused on landfall. In other words, this helps make sure you hit some land drops and will help you keep triggering landfall. The “hateboar” effect we have here is not going to come up much in Limited, but it will sometimes, but this is pretty good without that. I think you first pick this pretty often. I’m giving it a B.
Zagras, Thief of Heartbeats - A
This guy is real good. Even if you couldn’t reduce the cost at all, you’d be looking at what is probably a B -- it gives you a whole lot even for six mana. It can attack right away in the sky, and also shakes up the rest of the board by giving it deathtouch. It is going to feel real bad to see your opponent slam this on the table because it will just change the game, and even if you untap and kill it, the damage will often already be done. Then, you have to consider that casting this for 5 will probably be a common occurrence, and casting it for 4 isn’t even that far-fetched. And cheaper than that isn’t entirely impossible. The planeswalker clause here isn’t going to come up a whole lot, obviously, but hey, it is more upside. I think this is just a bomb. It is efficient and has an immediate impact on the board, and can win you the game if left unchecked. I’m giving it an A.
Zareth San, the Trickster - B+
This guy is pretty neat. If you take the Rogue payoff part of the card away, you have a 5-mana 4/4 with Flash that has a super powerful ability when it does combat damage -- just stealing any permanent from your opponent’s graveyard is no joke. And sure, it has no evasion to speak of at all, but because of Flash, you may be able to take your opponent off-guard with it --- in addition to the usual upside of Flash, which lets you suddenly block an attacking creature that is smaller. Then you add the Rogue Ninjutsu part of the card to the mix, and you have something really, really good. Basically, on a base level it is a pretty good card, and it it has silly upside. I think that makes this an easy first pick, though not quite a bomb. I’m giving it a B+.
Artifact
Sea Gate Colossus - C
This just seems ok to me. You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion. It is fine, but not more than that. I’m giving this a C.
Spare Supplies - D+
So like. This is a card, I guess? Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time. I’m giving it a D+.
Utility Knife - C
This set has an equipment theme, especially in RW, and that means that Equipment is going to be a little bit better than normal. Utility knife is decent enough -- when you first play it it is actually a really good deal, as one mana for a permanent +1/+1 boost is nice, especially because even if your creature dies, you get to hold on to it. The Equip cost in the later stages of the game is a bit rough, but the Knife will often do enough to make your creature better to make it a solid inclusion in most aggressive decks. I’m giving it a C.
Lands
Crawling Barrens - B
Don’t sleep on this, it is really good. Creature lands always excel in Limited. This is because they give you something to do with excess mana if you’re flooding, and in addition to that, they are also pretty nice simply because in the early game they serve one important function -- giving you mana -- and then in the late game, they can actually be threats, and the Barrens here can continually grow throughout the game. Giving it two counters and animating for 4 mana is actually a pretty reasonable deal, and there will be plenty of games where this thing just gets massive and takes over for you late. Non-basic lands with abilities are just great, and this is a very nice one that you should take early. I’m giving it a B.
DFC dual lands - C+
Like most Rare dual land cycles, these are pretty nice. Now, I do think that for limited purposes, they are basically worse than most other Rare dual lands we have seen -- this is because those dual lands, even if they do come into play tapped, can always give you a choice between the two colors of mana. With these, you have to choose when you play them. But, despite that, these still offer fixing and will be strict upgrades over basic lands in your deck, and that is worth something. Like most Rare dual lands, I think you can take cards in this cycle over most average filler type cards in the set, and that makes them a C+.