White

image of Baffling End
Baffling End
3.5

Efficient removal is always at a premium in Limited, even if 3/3 is probably better than whatever you exiled. Still, this won’t get removed often, so that’s a minor drawback at most..

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image of Bishop of Binding
Bishop of Binding
4.5

Not only is this high-quality removal, it also can function as a 4/4 (or greater) attacker. Usually cards with this exile text don’t do much attacking, so adding the ability to brawl makes this truly excellent..

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image of Blazing Hope
Blazing Hope
1.0

This card is bizarre, and I don’t think it’s going to end up being great. It largely doesn’t work until you’re at 5 or less life, and can sit dead in your hand for long enough that it seems weak. It gets better when they have giant monsters, but I still don’t have much hope that this is going to be good..

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image of Cleansing Ray
Cleansing Ray
0.5

A great sideboard card is still a sideboard card—this won’t see the light of day in my main deck, but I will take it over middle-of-the-road playables. When you side this in against Vampires, it’s excellent, and it’s nice to have enchantment removal as well..

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image of Divine Verdict
Divine Verdict
2.5

The verdict is in, and this is still playable. It’s not efficient, and aggro decks won’t love it, but it’s playable in just about any white deck..

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image of Everdawn Champion
Everdawn Champion
3.5

The fact that the opponent can’t ever kill this in combat is sweet, and this plays well with pump spells. It isn’t in a supported tribe, but besides that, this is a great card no matter what kind of deck you’re playing. Blocking well and attacking without fear makes this an awesome 3-drop. It’s basically True-Name Nemesis, though slightly better because it doesn’t die to -1/-1 effects..

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image of Exultant Skymarcher
Exultant Skymarcher
3.0

Not only is this a Vampire, it’s also efficient. Non-Vampire decks will be happy to play this, and it’s an early pick for Vamps. It does require 9+ Plains to be a consistent turn-3 play, so keep that in mind when selecting it..

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image of Famished Paladin
Famished Paladin
3.5

Famished Paladin is hungry, yet blocking doesn’t seem to bother him. Playing this as a 2-mana 3/3 blocker is great, and if you have a couple incidental sources of life gain, he can bash in for a ton of damage. In a defensive deck, this is playable without life gain, and in an aggressive deck, I’d want 3-4 (including at least one lifelink) before being happy with him..

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image of Forerunner of the Legion
Forerunner of the Legion
3.5

I’m never going to call this anything but Vampiric Tutor, and I expect to mention it a lot. It’s quite good in a dedicated Vamps deck, especially with token making, and becomes absurd once you have a good uncommon or rare Vamp to search for..

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image of Imperial Ceratops
Imperial Ceratops
3.0

Imperial Ceratops is a brick house, and will do a mighty job of keeping you alive. It is a little less exciting in purely aggressive decks, but Dino ramp decks will love this beast. It blocks well, has a very nice enrage bonus, and can even attack when needed..

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image of Legion Conquistador
Legion Conquistador
3.0

I’ll admit—this ended up being a lot better the last time than I expected, and oddly enough, “last time” was just one set ago. Having this as a reprint makes a ton of sense, and it’s pretty sweet that the Legion continues to conquest. This was good value in Ixalan and will continue to be good value, with slightly more Conquistadors showing up per Draft thanks to Rivals’ smaller size..

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image of Luminous Bonds
Luminous Bonds
3.5

Removal is removal, and this should do the trick quite nicely..

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image of Majestic Heliopterus
Majestic Heliopterus
2.5

In an aggressive deck with a decent amount of Dinos, this acts as a 5+ power flyer. I’m not super excited about it in Dino ramp because it doesn’t block well and you usually don’t need that much help winning with your 6-drops. Red-white seems like the natural home here, as this could give the deck the last bits of reach it needs. Also, “heliopterus”? At that point, couldn’t you just call it a helicopter?.

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image of Martyr of Dusk
Martyr of Dusk
3.0

I really like Martyr of Dusk. It trades off well, is the perfect Vampire to give stat bonuses to, and is resilient to removal. All of that is a great deal for 2 mana, and I like this even outside of Vampire decks.

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image of Moment of Triumph
Moment of Triumph
2.5

If combat tricks are as good in Rivals as they were in Ixalan, this could be nudged up to a 3, but I’m starting it here. It is efficient, and the 2 life bonus is a nice one, especially with the light life gain theme of the set..

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image of Paladin of Atonement
Paladin of Atonement
3.0

This seems annoying to play against. If you have it in play, your opponent can’t attack without giving you some good value, and when the Paladin dies, you get a nice bit of life back. It starts to get nuts once you have cards that let you pay life, but even straight-up I think this will end up playing well..

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image of Pride of Conquerors
Pride of Conquerors
1.5

Ascend is a tricky mechanic to evaluate. In the normal case, you aren’t ascending almost ever in a game of Limited, so the bonus for ascending doesn’t seem that likely to occur. But there are cards that generate Treasure and other tokens, which makes ascending a little reliable, at which point you can really start to pay attention to what you’re getting. For the most part, I don’t want to play ascend cards that aren’t good without the city’s blessing, and this is one that is fairly mediocre as such. This does push you to make a deck that will hit 10 permanents more often, so bump this in value if your deck looks well-suited for that..

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image of Radiant Destiny
Radiant Destiny
3.5

In a heavy tribal deck, this is a great card. It’s the most effective on Vampires, but any tribe of small creatures you can go deep on will work. Dinos don’t need it quite as much, but it’s still a solid bonus there. The city’s blessing gives you so little that I don’t even count it when evaluating the card..

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image of Raptor Companion
Raptor Companion
3.0

I expect 2-drops to still be important, so this is about as good as it was in Ixalan. This one feels a little stranger to reprint, but it will play just fine..

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image of Sanguine Glorifier
Sanguine Glorifier
2.5

You need at least a couple other Vamps before this becomes more than just a glorified Hill Giant, and in an all-Vamp deck it becomes great. Pushing through damage and giving you 4/4 of stats for 4 mana is a solid deal, and it doesn’t ask a whole lot in terms of deckbuilding..

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image of Skymarcher Aspirant
Skymarcher Aspirant
3.0

1-drops aren’t that much better than 2-drops in Limited since you rarely use the mana on turn 1 anyway, so don’t be fooled by how big the difference is in Constructed. Still, this is a fine early play and sometimes is relevant late game, which is a real bonus on a cheap aggressive card..

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image of Slaughter the Strong
Slaughter the Strong
3.5

How good this card is will be highly matchup-dependent. Against Dinos, as pictured, it will be quite effective. Against other tribes you will need to catch them overextending or with auras before you really get value, though knowing that this is coming will let you set up for it nicely..

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image of Snubhorn Sentry
Snubhorn Sentry
1.0

Unless you’re in the market for 0/3s, this is not what you’re looking for. By the time you ascend, it’s not even that impressive, and you won’t be getting there any time soon..

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image of Sphinx's Decree
Sphinx's Decree
0.0

I keep reading the card, but I don’t see “draw a card” anywhere. Don’t play this card..

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image of Squire's Devotion
Squire's Devotion
2.5

If Mark of the Vampire is good, how can this not be? You get a nice little chump blocker alongside your Aura, and it’s 1 mana cheaper to boot. This is good on evasive creatures and otherwise hard-to-kill targets, and because it’s only +1/+1 you do need to pick your champion well..

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image of Sun Crested Pterodon
Sun Crested Pterodon
2.0

This isn’t the worst 5-drop, as it’s got solid stats and potentially two good abilities. I like this in defensive decks, and Dinosaurs can lean that way..

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image of Sun Sentinel
Sun Sentinel
2.0

Being off-tribe hurts this one quite a bit, and vigilance isn’t even a great ability on a 2/2. You’re going to play this to fill out your curve, but it’s never going to shine..

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image of Temple Altisaur
Temple Altisaur
3.5

Now this is an annoying card to play against. It lets your Dinos get enraged, but nothing more, as they are essentially immune to damage once this hits the board. You need a decent amount of Dinos to go with this, but once you’ve got that, you are set..

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image of Trapjaw Tyrant
Trapjaw Tyrant
4.5

It’s a shame that this doesn’t take something out with it when it dies in combat, but either way it’s a beating. It’s got great stats and a very powerful ability, which are all the hallmarks of a Limited bomb..

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image of Zetalpa, Primal Dawn
Zetalpa, Primal Dawn
3.5

Despite costing 8, this looks like it might hold up as a finisher. Indestructible really sells it, and vigilance means that it can crack for 8 a turn while still playing defense. You’ve got to do some work to make sure this comes out in a timely fashion, but the payoff is there..

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Blue

image of Admiral's Order
Admiral's Order
1.5

Cancel isn’t a particularly strong card in this format, and letting you cast it for 1 mana during your combat step doesn’t make me admire it all that much more..

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image of Aquatic Incursion
Aquatic Incursion
2.0

Paying 4 mana for two 1/1s with hexproof is below the bar, so to make this good you need to care about the fact that they are Merfolk and have use for the activated ability. My guess is that more than half of Merfolk decks fit that description, making this a solid card. The unblockable ability does hand you a good late-game plan, and getting some Merfolk to block with and amp up your tribal synergies is a decent package, all told..

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image of Crafty Cutpurse
Crafty Cutpurse
1.5

The flavor on this card is great, until you steal a Dinosaur token all of a sudden. The joke is that you steal Treasure tokens, though it does work against anything. When this card is good, it’s unbelievable, especially when you slam it in response to something like Queen’s Commission or the enrage on a Raptor Hatchling. Stealing Treasure is solid too, and if this manages to hit, you’ll be very happy. Of course, it will also be a 2/2 for 4 many games, which is a real downside. It’s also kind of brutal when you pass with 4 mana up and they don’t play a token-maker, so keep that in mind when playing with this. High-upside cards do tend to trick people, and this is about as swingy as it gets. It’s an excellent sideboard card, even if you don’t end up maindecking it..

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image of Crashing Tide
Crashing Tide
3.0

You don’t need to have a single Merfolk in your deck for this to be good. Bouncing their biggest creature and crashing in is well worth 3 mana if it doesn’t cost you a card, and it just gets better from there. If you do have Merfolk, this is straight-up Repulse, which is an excellent card. I like this card, and doubt I’ll be passing it often..

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image of Curious Obsession
Curious Obsession
3.0

Adding +1/+1 to Curiosity is a big game. The extra stats will let your creatures get by theirs more often, and when you have this ability, you want to attack every turn anyway. Plus, if attacks aren’t bad, sacrificing this after getting a card or two out of it isn’t the end of the world..

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image of Deadeye Rig Hauler
Deadeye Rig Hauler
3.0

This raid trigger is pretty brutal when you’re ahead, making this a card that snowballs easily. It also rewards you for having decent evasive creatures, and is big enough that it is still passable to cast it without raid. This is good, and will make the cut in any blue deck that has decent attackers (which should be all of them in this format). Auras took a hit here, what with Crashing Tide and Deadeye Rig-Hauler, which is something to keep in mind..

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image of Expel From Orazca
Expel From Orazca
2.5

A 2-mana bounce spell that turns into Time Ebb later in the game is a fine card, though I don’t expect to have the city’s blessing all that often in decks that want bounce spells..

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image of Flood of Recollection
Flood of Recollection
1.0

This a Constructed plant more than anything, as you don’t really get funky combos going in Limited. You have to have enough spells to give this consistent targets, and spend a 2-mana premium to cast one again. Unless you’re completely spell-flooded, I don’t think that’s very realistic..

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image of Hornswoggle
Hornswoggle
2.0

The best part about this card is the name, by far. As for the effect, I’m still not that thrilled about paying 3 mana to counter a spell, and this is even restricted to creatures only. At least you do get a Treasure out of the deal, making this a pseudo-ramp card, and playable in decks that don’t have the best curve..

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image of Induced Amnesia
Induced Amnesia
0.0

Paying 3 mana and a card to get to loot away the rest of your hand is an ability I’d rather forget. This just isn’t worth it in Limited, even if the dream is to use enchantment removal to kill it later..

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image of Kitesail Corsair
Kitesail Corsair
3.0

This is a solid aggressive 2-drop that should fly in any deck, regardless of tribe. I guess blocking is not back on the menu..

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image of Kumena's Awakening
Kumena's Awakening
0.0

By the time you get the city’s blessing, decking could be a real concern, and playing a 4-mana Howling Mine is not something I want to do in the meantime. Don’t play this..

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image of Mist Cloaked Herald
Mist Cloaked Herald
2.0

I really want to call this unplayable, but in my heart of hearts, I know it isn’t. Aggro Merfolk decks will be happy to run this, and I’m sure that U/R Raid decks with Swashbuckling will too. One day, blocking will be legal again..

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image of Negate
Negate
0.5

The classic sideboard card is still going strong. I like having a Negate in the sideboard of every blue deck..

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image of Nezahal, Primal Tide
Nezahal, Primal Tide
3.0

7 is a lot, but you get what you pay for with Nezahal. When it’s primal time, your opponent will be forced to give you multiple free cards, and Nezahal is big enough to win most combats and has an ability that helps it dodge removal. I’m okay paying 7 mana for a finisher with this many abilities..

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image of Release to the Wind
Release to the Wind
1.5

Release to the Wind is a strange card. You mainly want to use it to flicker your own stuff, but in a pinch you can remove opposing creatures from combat or stop something from blocking. Sadly, it doesn’t do any of these things efficiently, and paying 3 mana and a card for this isn’t really what I’m looking to do..

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image of River Darter
River Darter
1.5

River Darter is a fine filler creature for Merfolk, and might shine in some matchups. I’m not excited about this, but it’ll make the cut often enough to take it 6-8th pick..

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image of Riverwise Augur
Riverwise Augur
3.0

I’m brainstorming ways to use this, and the most common cases are to set up explore (regardless of which side you want) or to crack Evolving Wilds and shuffle away the two worst cards in your hand. It’s also fine to just cast, as it’s essentially a 2/2 that draws a card for 4 mana. All of that together makes this a pretty sweet card, if a little slow..

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image of Sailor of Means
Sailor of Means
2.5

Another reprint, another card that looks about the same. Ascend makes this a little more appealing, but it hasn’t changed in value all that much (unless the format ends up drastically different)..

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image of Sea Legs
Sea Legs
2.5

I love the flavor on this card, and actually think it is quite good to boot. In a Pirate deck, it’s a solid combat trick—making your 2/2 into a 2/4 when it battles their 2-drop is a nice tempo swing. Even outside Pirate decks, it can win combats and permanently shrink evasive creatures. This is a good deal for 1 mana, and 1-mana tricks were very good in the prior format..

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image of Seafloor Oracle
Seafloor Oracle
3.5

The floor on this is high, since all it takes is one Merfolk hit before it’s paid for itself. Playing this with 1/1 unblockable Merfolk is a great place to be, and makes all the aggressive Merfolk much more appealing. I like tribal build-arounds that look like this, and hope there are plenty..

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image of Secrets of the Golden City
Secrets of the Golden City
1.5

As much as I want to like this, costing double blue means that it won’t help you hit your fourth land drop as often as a plain Divination will, and getting to 10 permanents isn’t trivial. Sadly, the secret to the golden city may just be “don’t play any Secrets of the Golden City.”.

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image of Silvergill Adept
Silvergill Adept
3.5

This is a fantastic deal at 2 mana and still castable at 5, making it a high priority for any Merfolk deck. I wouldn’t play this outside Merfolk, but would slam it if things are looking fishy..

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image of Siren Reaver
Siren Reaver
3.0

I assume the format is aggressive enough that just about every blue deck is into this. A 4-mana 3/2 flyer is slightly behind the curve, but passable, and a 3-mana one is great. That makes this a fine card, and one I’m happy to play every time..

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image of Slippery Scoundrel
Slippery Scoundrel
1.0

This looks like a Gray Ogre to me, and not a whole lot more. I’m not banking on having the city’s blessing, and especially don’t want to play a card that is bad before I have it..

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image of Soul of the Rapids
Soul of the Rapids
1.0

Soul of the Rapids is a little too pricey for me, though it could be a powerful sideboard card against a removal deck (if such a thing exists). I suppose if you are really short on 5-drops, this could fill in the hole, but that sounds like a rapid path to an 0-3 to me..

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image of Spire Winder
Spire Winder
2.0

Spire Winder, on the other hand, is priced to move. It’s a decent-sized flyer for 4 mana, and every now and then gets a nice bump in the late game. No deck needs this, but most blue decks would be happy playing it..

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image of Sworn Guardian
Sworn Guardian
1.5

If you need a 2-drop and/or Merfolk, this is a passable defensive play. I’m not going nuts over this, but I’ll cast it before the format is done..

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image of Timestream Navigator
Timestream Navigator
0.0

Look, I’m not one to step on your dreams—the goal of using this with an empty library is a noble one. I’m here to give my opinion on the power level and use of the cards, and this has a low power level and no good usage. The fact that Timestream Navigator is a blank before 10 permanents just kills it, and it doesn’t even do all that much when you do get there..

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image of Warkite Marauder
Warkite Marauder
3.5

Warkite Marauder is exactly what aggressive decks want. It can strip flying from anything that could block it, while also enabling other creatures to get in by negating their best defender. That is a great deal for 2 mana, and I’m happy to fly this kite in any deck..

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image of Waterknot
Waterknot
3.0

This is solid (or maybe liquid) removal, and you will happily play as many as you get. Double blue does make your mana base a little worse, but that’s a small price to pay for unconditional removal..

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Black

image of Arterial Flow
Arterial Flow
2.5

This becomes really juicy once you have a Vampire in play, as it’s a little thin without one. The format doesn’t suggest that discard will be great, so draining for 2 goes a long way. You are affecting the board (essentially) by gaining 2, and that extra life gives you time to take advantage of the 2-for-1 you just got, while also triggering your life gain cards..

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image of Canal Monitor
Canal Monitor
1.0

A 5-mana 5/3 is not a good deal—it has too low a toughness, and costs too much. I guess all the good monitor jobs go to the ones guarding the spires, and the canals are left to the bottom of the barrel..

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image of Champion of Dusk
Champion of Dusk
4.0

This counts itself, so already you’ve got a great deal. It might actually draw too many cards, which is not a complaint I often make. As long as your life total is in reasonable shape, a 4/4 that draws 2-4 cards should win you the game, making this a worthy champion indeed..

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image of Dark Inquiry
Dark Inquiry
0.5

Inquiring minds want to know: Is this card playable? I wouldn’t maindeck it, though it’s a viable sideboard card against decks with expensive finishers. Paying 3 mana and not affecting the board is a tough sell..

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image of Dead Man's Chest
Dead Man's Chest
1.0

This card is neat, but here’s where I get to be a downer, and say that it’s not as good as it looks. It’s exciting to think about “drawing” 2-4 cards, but you’ve gotta land this on a decently-sized creature, then kill it, and then you can cast spells off it (and nearly half the cards you hit will be lands). Unless your deck has a ton of good removal, this seems like nearly a dead card..

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image of Dinosaur Hunter
Dinosaur Hunter
2.5

Bears still seem pretty good in this format, especially in aggressive Pirate decks. Some percentage of the time, this is going to spike some Dinos, which is a nice upside on a playable card. It’s also a good sideboard card if your deck doesn’t want it in the main deck, though I wouldn’t expect to see it come around late all that often..

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image of Dire Fleet Poisoner
Dire Fleet Poisoner
4.0

Dire Fleet Poisoner is a beating on both sides of the court. If you use it to win a combat in the early turns, you end up very far ahead, and even in the late game, it can flash in and block a 6/6. I’m rarely going to pass this, even in non-Pirate decks..

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image of Dusk Charger
Dusk Charger
1.5

Neither side of this is exciting. It’s a Hill Giant early and a 5/5 by the late game, at which point it’s unlikely to be the card with the most horsepower. In decks with a lot of token-making, maybe this gets there, but I’m not overly impressed..

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image of Dusk Legion Zealot
Dusk Legion Zealot
3.0

I can’t ever imagine cutting this from a black deck, regardless of the theme. In Vampires, this is great, and even in Pirates it replaces itself and puts something on the board..

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image of Fathom Fleet Boarder
Fathom Fleet Boarder
3.0

This is a strong card all around, as a 3/3 for 3 plays well on defense or offense. You’d rather be Pirates, and not lose 2 life, but this is big enough and cheap enough that it’s worth playing in any black deck..

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image of Forerunner of the Coalition
Forerunner of the Coalition
3.0

All of the Forerunners seem solid, and all of them get better once you have good tutor targets. This will fill out your curve nicely, and even ping the opponent a few times over the course of the game. That’s more than good enough for me..

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image of Golden Demise
Golden Demise
3.0

Golden Demise is going to have a wide range of effectiveness. Against some decks, it’s going to be an easy 2- or 3-for-1, and against other decks you’ll struggle to kill even one creature. I really liked Fiery Cannonade in triple-Ixalan, and while this is a little trickier to get to use, at least it won’t ever miss the opponent’s creatures. The city’s blessing doesn’t matter a ton, but every now and then it’ll be a reasonable bonus..

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image of Grasping Scoundrel
Grasping Scoundrel
2.0

A lot of decks will want a 2/1 on offense, though this not being able to block as such will sometimes leave you grasping at straws. Pirates is more interested in Grasping Scoundrel than other decks, as you’d expect, but it’s more the aggression level of your deck that will determine its place..

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image of Gruesome Fate
Gruesome Fate
1.0

Combining a desire for direct player damage and an ability to make lots of creatures is dicey, largely because aggro decks tend to trade off creatures. This is too conditional for my tastes, and I don’t want one in my deck, much less an encore..

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image of Impale
Impale
3.5

Efficient and unconditional removal is always good in my book, and this easily wins the race for best black common (even though I don’t have a stake in the outcome)..

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image of Mastermind's Acquisition
Mastermind's Acquisition
0.5

Paying 4 mana to draw a card, even if it’s any card from your deck or sideboard, is just not worth it. You are spending too much mana, and won’t get that mana back even if the card you get is good. The only time I make an exception is if you have an absurd bomb and the matchup is slow, which does make this a sideboard card..

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image of Mausoleum Harpy
Mausoleum Harpy
1.5

A 5-mana 3/3 flyer is passable, if not exciting. Getting the city’s blessing and then needing creatures to die is a bit too much work for my tastes, so that text barely registers..

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image of Moment of Craving
Moment of Craving
3.0

In a fast format, you’re always hungry for cheap removal, and this even gives you 2 life as an extra cushion (and plays well with life gain matters cards). It straight-up kills tons of creatures, or works as a combat trick against slightly bigger ones. As someone who has many moments of craving, this is a good one..

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image of Oathsworn Vampire
Oathsworn Vampire
3.0

Oathsworn Vampire is a classic high upside/low downside card. It’s a 2/2 for 2 in a relevant creature type and you can get it back a few times over the course of the game without much trouble. Most Vampire decks will have multiple life gain sources naturally, and it’s likely playable without any to begin with. Plus, opponents will be reticent to trade with it, letting you get some free damage in..

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image of Pitiless Plunderer
Pitiless Plunderer
1.0

In a defensive deck that wants Treasure and has a lot of creatures, this is a fine inclusion. That’s a lot of conditions, making this a card that won’t see the light of play all that often..

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image of Ravenous Chupacabra
Ravenous Chupacabra
4.5

HAUMPH! This eats anything, with no respect for size, rarity, color, tribe, or anything. With zero work, this is a sick 2-for-1, and one that gives you tempo to boot. With a little effort, you can pick up some graveyard recursion cards and really take your opponent to town. This is in the running for best card in the set, while also being easily the best uncommon..

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image of Reaver Ambush
Reaver Ambush
3.5

Vanquishing most things you care about is worth 3 mana, making Reaver Ambush premium removal..

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image of Recover
Recover
2.0

I suspect you’ll want exactly 1 Recover in most black decks, as it is a little slow. The more cheap creatures (and good ones) you have, the more room you have for another copy, but beware of getting too bogged down with situational cards like this..

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image of Sadistic Skymarcher
Sadistic Skymarcher
3.5

Non-Vampire decks will basically always play this, though it’s closer to a 3.0 there, and Vampire decks are very happy to have this in their arsenal. It’s hard to race lifelinking flyers, and this goes nuts once you have a few ways to pump its power..

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image of Tetzimoc, Primal Death
Tetzimoc, Primal Death
4.5

This seems like one of the most demotivating statements you can hear in this format, and when you hear it once, you have the pleasure of hearing it many more times over the course of the game. There’s just not much you can do to play around Tetzimoc, as it’s not like a normal Wrath—it’s a Plague Wind. You can’t hold creatures back because there’s nothing stopping your opponent from playing their creatures and getting ahead on board, meaning you need to play enough to not get overrun. At that point, Tetzimoc goes hunting and takes out multiple creatures, which is almost impossible to come back from. This is a beating, and that’s without even factoring the 6/6 deathtouch part, which is decidedly relevant. This may be the best card in the set, which is especially rough when it’s a rare..

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image of Tomb Robber
Tomb Robber
3.5

Now this is what I call flood protection. Tomb Robber gives you a ton of value for your excess cards, and even generates some of those very same cards. It’ll get big soon, and find you good things to cast in the meantime. I’m a fan..

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image of Twilight Prophet
Twilight Prophet
3.5

2/4 flyers for 4 are always good times, and this gets significantly better once you’ve hit 10 permanents. Twilight Prophet is a reason to draft a deck looking to ascend, though it’s perfectly fine without any additional work..

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image of Vampire Revenant
Vampire Revenant
1.5

Vampire decks will play this at a slightly higher rate, though there are enough ways to take advantage of 1 toughness that I’m not overly excited by the prospect..

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image of Vona's Hunger
Vona's Hunger
1.5

A 3-mana edict is not exciting, so to really make this worth it, you have to hit the city’s blessing more often than not. That does seem doable in black, so I could see this gaining ground if the format is slow enough to support such a strategy..

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image of Voracious Vampire
Voracious Vampire
3.0

A solid threat with an ability that pushes extra damage through is nice, making this a good playable in Vampire decks..

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Red

image of Blood Sun
Blood Sun
0.5

This is a good sideboard card against any of the good flip cards, mainly because it replaces itself. If my opponent has a powerful flip card, this is coming in, as it does hose the back side nicely. Just make sure not to get your Evolving Wilds caught, since that is no longer an ability that works with Blood Sun in play..

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image of Bombard
Bombard
3.5

There’s not much to say about this one, so I’m not going to bombard you with words. It’s an efficient burn spell that kills most things that need killing, and at instant speed..

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image of Brass's Bounty
Brass's Bounty
0.5

I get the joke (instant ascend), but you can’t really tap 7 mana and not affect the board. This might be a way to really go over the top in control mirrors, but even that is a stretch..

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image of Brazen Freebooter
Brazen Freebooter
1.5

Sometimes you need more Pirates, and sometimes you want Treasure. If that’s the case, feel free to play this, but don’t expect big things—a 3/3 for 4 isn’t special, and 1 Treasure doesn’t change that too much..

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image of Buccaneer's Bravado
Buccaneer's Bravado
2.5

This is a pretty sweet combat trick. On non-Pirates, it’ll often be enough to win combat (a 3/3 beating a 4/4 passes most tests already), and on a Pirate, it’s a beating. This is one of the ways to lose unlosable games, as this plus any pump spell can combine to hit for 10+ while being fine in normal combat. That’s a great combat trick, so as long as you have 12+ creatures you will likely run this..

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image of Charging Tuskodon
Charging Tuskodon
2.0

Shouldn’t a card with charge be able to attack right away? Besides this oversight, we’ve got a fine cards on our hands. This will draw blocks more often than not because of how much damage it threatens, and combines nicely with combat tricks. It is pretty replaceable, as a 5-drop, so it’s not necessary to take this super early..

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image of Daring Buccaneer
Daring Buccaneer
1.5 // 3.0

If you can reliably play this turn 1, it’s a nice pickup. It’s a little daring to run this without a lot of Pirates, but it’s not the end of the world if you do have to cast it for 3 mana. I’d want 8+ Pirates to make it good, and 4+ to run it begrudgingly..

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image of Dire Fleet Daredevil
Dire Fleet Daredevil
3.5

I’m a big fan of colorbent Snapcaster Mage (though all the pet names I’ve heard suggested have been heinous). Late in the game, this is going to give you something good unless your opponent’s deck is a strange one, and even casting a bounce spell or combat trick is neat (much less an actual removal spell). This is also good to just run out on turn 2, and unless you know that your opponent has a ton of awesome spells, I’d recommend just playing this early and applying pressure. 2-drops that are good at any point in the game are awesome, and it’s not hard to see why Daredevil is so good..

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image of Etali, Primal Storm
Etali, Primal Storm
4.0

This reminds me of the Titans (Primeval, Grave, etc.), even if it’s missing an ETB trigger. It’s huge, and if it survives to attack it draws you up to two cards and a bunch of mana. That’s a big reward, and a 6/6 for 6 is already quite acceptable. I’m a fan of forcing Storm, and if I open this, you better believe I will..

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image of Fanatical Firebrand
Fanatical Firebrand
3.0

I’m always putting one of these in my main deck, and could be talked into two if the format lends itself to lots of x/1s. This can also trigger raid and peck in for damage early, while blocking and taking out a 2/1 or 3/1 later. As with all 1-damage effects, be ready to side them in or out as appropriate, based on what your opponent plays..

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image of Forerunner of the Empire
Forerunner of the Empire
3.0

The high end for all the Forerunners is pretty high, and as you get good targets, their ratings skyrocket. This starts out nicely, as it preys on 1-toughness creatures and triggers all your enrage cards (even if there aren’t many), while ensuring you draw a good Dino the turn after playing this. If you are summoning something good, you can build an empire on this, and I wouldn’t mind picking it early and going into Dinos..

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image of Form of the Dinosaur
Form of the Dinosaur
3.5

While Form of the Dinosaur may be a little risky, the payoff is enormous. It’s a 6-drop that catches you up instantly by setting your life to 15, which means that you can be aggressive about taking damage early. Once you untap, you get to hunt down their biggest creature, and continue down the line, though if your life total gets low, you might start eating small things instead. The drawback is that you have to fight, so your primal instincts may get you killed if they keep playing creatures. The key with this is to end the game after playing it, which makes it a little different than most control finishers. The power level is here, but you do need some creatures to close out the game before you run out of life points. It’s also nice with life gain, and bounce/removal can help you avoid dying to the ability. Of note, you can also target a creature then bounce or kill it with a spell in response, which will prevent you from taking the damage..

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image of Frilled Deathspitter
Frilled Deathspitter
2.5

It’s hard to imagine cutting this from an aggro deck, as it forces through some damage no matter what (even very late in the game). It’s a nice combo with Forerunner of the Empire, and annoying to deal with outside of a removal spell. I wouldn’t play this in a ramp deck, but in any aggressive deck I’d be frilled to have it..

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image of Goblin Trailblazer
Goblin Trailblazer
3.0

Evasive 2-mana creatures are always menacing, and this is no exception. It can easily get 4-6 points in early, is a pain to block later, and combines nicely with combat tricks by forcing double-blocks. Cards like this are what make me think the format can’t have slowed down much..

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image of Mutiny
Mutiny
3.0

I like this card. It won’t always kill exactly what you want to kill, but it’s efficient enough that I’ll never cut it. It can pick off their second-biggest creature most of the time, and sometimes even get the biggest (if they have multiple creatures of similar size). A 1-mana spell that can kill 2-4 mana creatures easily, and even go bigger, is one I’m interested in..

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image of Needletooth Raptor
Needletooth Raptor
3.0

There aren’t many enrage cards worth building around, but this is one. You want to thread the needle by dealing one damage repeatedly, which unsurprisingly isn’t that hard to do in this format. Forerunner of the Empire has to be the best one, as it tutors for Needletooth, then immediately triggers it, but even without any tricks this is a 2/2 that trades and takes out another creature (or just chumps and kills a giant monster). It’s possible that this ends up as a 3.5, though I’m wary of removal like Moment of Craving, Waterknot, and Luminous Bonds..

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image of Orazca Raptor
Orazca Raptor
1.5

Dino decks might give this a little bump, though there’s not a whole lot going on here. It’s got solid stats and a double-red mana cost, so it’s pretty easy to see if your deck can support this or needs it.

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image of Pirate's Pillage
Pirate's Pillage
1.5

If you can afford to fall slightly behind on board, this is a powerful spell. It’s not quite the original Pillage, which is a masterpiece, but discarding your worst card for two new ones and getting a couple Treasure is playable. This gets more interesting when you’re splashing colors or care about ascend, and I don’t expect 2-color aggro decks to play this all the time..

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image of Reckless Rage
Reckless Rage
2.5

If you have a lot of burly creatures, this goes way up in value, and is a quite powerful card indeed. Besides playing it on your 3-toughness creatures, this is good to cast in response to removal that would kill one of your creatures or after chump-blocking, making it flexible as well as powerful. Enrage is also a consideration, of course..

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image of Rekindling Phoenix
Rekindling Phoenix
4.5

Not only is this a hyper-efficient flyer, it also takes multiple removal spells (or an exile effect) to get rid of it. That’s absurd, and this is one of the best cards in the set..

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image of See Red
See Red
2.0 // 3.0

Not every deck is in the market for Auras, but aggro decks will see this and be happy. It makes a creature nearly impossible to profitably block, and does so for only 2 mana. Needing to attack every turn is a drawback, but a minor one, and what mostly keeps this from getting a higher grade is that not every deck has room for Auras and is aggressive enough to want them..

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image of Shake the Foundations
Shake the Foundations
1.5

I really like this as a sideboard card, though because it replaces itself it’s a passable main deck one as well. It’s good with enrage, but isn’t earth-shakingly powerful, so I’m not making it a high priority..

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image of Shatter
Shatter
0.5

This is a sideboard card, and a weak one at that. Targeting only artifacts makes it hard to imagine bringing this in except in rare circumstances..

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image of Silverclad Ferocidons
Silverclad Ferocidons
1.0

Silverclad Ferocidons? These are barely bronze, and are exactly the kind of 7-drop I don’t like (yes, such a thing exists). They aren’t resistant to removal or bounce, and the enrage trigger lets the opponent sacrifice lands, making it largely irrelevant by the time they come out. If you need a finisher, maybe these come in, but I’d much rather not play them..

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image of Stampeding Horncrest
Stampeding Horncrest
2.0

In a deck that reliably has other Dinos in play, the Horncrest is a solid aggressive threat. Not every Dino deck is aggressive, so I imagine this more as the top of the curve in a R/W deck than the middle part of a R/G deck..

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image of Storm Fleet Swashbuckler
Storm Fleet Swashbuckler
2.5

A 2/2 Pirate for 2 is passable, even if the ascend upgrade is lacking swash and/or buckle. You’re still playing this more often than not, and every now and then it’ll hit for 4..

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image of Sun Collared Raptor
Sun Collared Raptor
1.0

Sun-Collared Raptor is a somewhat strange card. It’s not really a 2-drop, as it’s horrible to attack with this into a 2/2 early. What it does do is attack for 10 points of trample later in the game, making it a kind of Fireball on legs, if that’s what you’re looking for. Most of the time, you shouldn’t be, so only play this if you’re aggressive and really want a finisher. Its weakness early is just too much of a liability in most cases..

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image of Swaggering Corsair
Swaggering Corsair
3.0

It’s not hard to make this a 3/3, and at that cost you’re happy with the result. Even if this doesn’t always have swagger, it’s still a Pirate, and still fills out your curve..

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image of Tilonalli's Crown
Tilonalli's Crown
1.5

There’s a lot going on here. It deals 1, so it triggers enrage, and you can even put it on the opponent’s creatures if you want to ping them. It also offers a lot of power and trample, so if you can slap it on an evasive creature you can deal a ton of damage. Ultimately, you will want to play this with 2-toughness flyers, creatures tough enough to live through a combat, and against opponents with 1-toughness creatures to pick off. This card is neat, but very cuttable, because of how much help it needs to be good. Where you shouldn’t play it is in a deck with a bunch of 2/2s and 3/3s, because that’s just asking to get 2-for-1’d..

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image of Tilonalli's Summoner
Tilonalli's Summoner
1.5

While it is cute that this gets you to ascend quickly, it also will end up dying the instant it steps foot into combat. I think I’d want 3-4 good ascend payoffs or a deck really built around going wide before running this..

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Green

image of Aggressive Urge
Aggressive Urge
2.5

Aggressive Urge is going to drastically impact attacking and blocking over the course of the format. Trading for a trick is one thing, but being down a card is a completely different animal. This is cheap enough that any combats swung by +1/+1 are much sketchier against open green mana, which should lead to a lot more “no blocks.” When a good combat trick has this potential, it rightfully changes how people play. That said, some decks just don’t want tricks, so sometimes this won’t make the cut..

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image of Cacophodon
Cacophodon
3.0

The stats are odd, but good. 2/5 is hard to punch through, and the enrage will randomly come in handy. Hunt the Weak is a nice combo, thanks to the high toughness, and it even lets you untap a land. Dino decks will definitely run this, as will most green decks..

Discuss
image of Cherished Hatchling
Cherished Hatchling
2.5

The bark on this one is worse than the bite (of its friends). You aren’t paying much for the ability, as a 2/1 for 2 is good, but it’s hard for things to line up where you have mana up, a Dinosaur, and a fight you want to instigate, all at the right time. Still, the opponent will play scared, making this a card most decks will indeed cherish..

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image of Colossal Dreadmaw
Colossal Dreadmaw
2.5

This is slightly worse than Carnage Tyrant, mainly because of the lesser stats and lack of great abilities. It’s still a perfectly acceptable finisher, and a card I’ll play multiples of in a ramp deck. It doesn’t even sound bad to play one in a red-green beatdown deck, as a 6/6 trample is no laughing matter for the opponent..

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image of Crested Herdcaller
Crested Herdcaller
3.5

Mini-Regisaur Alpha is a premium uncommon, and an easy addition to any green deck. 6/6 worth of stats (with trample) over two cards is a great deal for 5 mana..

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image of Deeproot Elite
Deeproot Elite
3.5

You want a focused deck to really maximize this, but this is a tribal payoff that’s more than worth the effort. You only need to generate two counters to be happy, and I can imagine going much deeper than that..

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image of Enter the Unknown
Enter the Unknown
1.5

Despite it being tempting to turbo something out while getting lands or +1/+1 counters for your trouble, it’s hard for this to work out perfectly. You need to draw it early, have a cheap creature, and lands to play, while also needing expensive cards to ramp to. Given that explore ends up getting you a card less than half the time, I’m not excited about this..

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image of Forerunner of the Heralds
Forerunner of the Heralds
3.0

This Forerunner means business, and will often end up hitting the opponent as a 5/4 the turn after you play it. It also tutors up whatever the best Merfolk you have is, and the catch of the day is often going to be a nice one..

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image of Ghalta, Primal Hunger
Ghalta, Primal Hunger
4.0

12 may seem like a lot, until you realize that any two other Dinos makes this castable, and a Dino plus a smaller creature gives you a pretty good shot. Ghalta is large enough (and hungry enough) that it’s worth drafting around and trying to play on turn 6 or 7. It may take a somewhat focused deck, but the payoff is there..

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image of Giltgrove Stalker
Giltgrove Stalker
2.5

Giltgrove Stalker has an annoying little text box, and will sometimes chip in for a solid 4-6 damage before the opponent can muster an appropriate blocker. Plus, if they have to toss a 3/2 or 4/2 in front of it, you’re happy about that outcome, and if you can pick up combat tricks the opponent might just run right into them..

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image of Hardy Veteran
Hardy Veteran
3.0

Hardy Veteran is hard to kill, and I’d only cut it from the most defensive green decks. It’s just got too many stats to ignore, and at such a low cost..

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image of Hunt The Weak
Hunt The Weak
3.5

Normally this rates a 2.5 or 3.0, depending on what else is going on the set. I like it a lot more here for a few reasons: There are a lot of creatures with good stats at common and uncommon, making fights easier to win. Merfolk and Dinos have +1/+1 counter and enrage synergies, respectively. There are a lot of small evasive creatures, which this picks off nicely. Add all that together and I’m in to join the great hunt (even if Rivals is sadly missing any Horns to search for)..

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image of Jade Bearer
Jade Bearer
2.0

This is almost a build-around, even if the Bearer itself is never driving a deck. It’s basically unplayable outside dedicated Merfolk, but it’s good in that deck, as it adds 2/2 of stats for 1 mana, and can enable synergies as needed..

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image of Jadecraft Artisan
Jadecraft Artisan
2.5

Jadecraft Artisan packs a reasonable punch, and has good enough stats to be worth including in most green decks. +2/+2 often deals more than 2 extra damage, as it lets you attack when you otherwise couldn’t, making this even better than it might look..

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image of Jadelight Ranger
Jadelight Ranger
3.5

This is like a Mulldrifter/Tarmogoyf split card, to use absolutely no hyperbole. In terms of useful analysis, Jadelight Ranger can never miss—it either draws you lands or is big, and makes the top of your deck better. That’s a lot for 3 mana, and you can even ensure that it’s a 4/3 if you hit a nonland on the first explore. This is a fantastic 3-drop, and an early pick..

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image of Jungleborn Pioneer
Jungleborn Pioneer
3.0

Jungleborn Pioneer is more than just a token 3-drop, and it may be the best way to halt the opponent’s offense at common. It interacts well against menace creatures, 4/2s, and 2/1s, while still trading for the plethora of 3/3s for 3. It also gives you a hexproof token for Aura shenanigans, if you are running those. I like this in any green deck, and have been very impressed so far..

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image of Knight of the Stampede
Knight of the Stampede
2.5

In a dedicated Dino deck, this is an easy 3.0 and could even be better. Playing this on 4 and playing 9 mana worth of Dinos the turn after is not all that hard, and it rumbles in combat well enough once the mana production is over..

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image of Naturalize
Naturalize
0.5

This is a great sideboard card, especially given some of the busted flip enchantments, but I’m still not maindecking it..

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image of Orazca Frillback
Orazca Frillback
2.0

In an aggressive green deck, this is passable, and in a deck that cares about Dinos, it’s got a few nice synergies that make it playable. In neither case am I super hyped, but it’s a fine card..

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image of Overgrown Armasaur
Overgrown Armasaur
2.0

What will most often happen is that this will trade for a card and leave a 1/1 behind. That works for me, and if you ever get this into combat and have a trick, the Armasaur will send the opponent straight to their tomb..

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image of Path of Discovery
Path of Discovery
3.0

I think this card is pretty strong. It’s slow, and you won’t often be able to play it on turn 4, but it does provide a clear path to victory. It works very nicely with tokens, and should give you the material you need to win any sort of long game..

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image of Plummet
Plummet
0.5

Plummet is still great out of the sideboard, and still not main-deck material..

Discuss
image of Polyraptor
Polyraptor
1.0

With the abundance of great expensive cards in the set, I just can’t get behind an 8-drop that interacts poorly with bounce or non-damage removal. It can go nuts with the right cards, but I’d save this one for Sealed more than Draft..

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image of Strength of the Pack
Strength of the Pack
2.5

How strong the pack is will vary wildly—some games, this will be an absurd finisher, and in others it will rot in your hand. I like it as high-end in a deck with a lot of creatures and a low curve, and would tend to be wary of it in a more midrange/controlling Dinosaur deck..

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image of Swift Warden
Swift Warden
3.5

You either ambush a spell or a creature, and both outcomes are great for you. If it looks like there are no good ambushes forthcoming, you can also just run this out and swiftly apply pressure to the opponent. I’d play this with no other Merfolk, though it does get a lot better when you’re running the full seafood platter..

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image of Tendershoot Dryad
Tendershoot Dryad
4.0

The biggest drawback of this card is that it’s a nice tender 2/2, ripe for removal. But if the opponent doesn’t have a kill spell, it gets out of control quickly. It makes you ascend almost immediately, and then makes two 3/3s per turn cycle (note that it triggers on their turn too). That’s a lot of finishing power and an immediate reward..

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image of Thrashing Brontodon
Thrashing Brontodon
3.5

Green gets some efficient uncommons here, and this shatters the normal stat/cost ratio. It also has the ability to throw itself at a pesky artifact or enchantment, making it relevant even when the board gets stalled..

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image of Thunderherd Migration
Thunderherd Migration
2.0

In a dedicated Dino deck, this is one of the better 2-drops, as it ramps you right to the part of the curve where Dinos excels (the top part). Outside of Dinos, it’s not worth playing, unless you had a busted deck that required splashing. 3 is too much to pay for this effect, while 2 is exciting..

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image of Wayward Swordtooth
Wayward Swordtooth
1.5

Wayward Swordtooth is tricky, but it’s worth exploring. When things go right and you have 6 lands in play on turn 4, this looks good, since you’re likely to flood the board and hit the city’s blessing on turn 5 or 6. When you’re short on lands, this is a total blank, and that’s what worries me. It at least is a fine topdeck in the late game, and in Dino decks, could fight alongside 6+ drop Dinos and a high land count..

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image of World Shaper
World Shaper
2.5

If you can get one attack in, you should be looking at a free land when this dies. That’s sweet, and it only gets better later (though eventually you may not be able to attack due to decking)..

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None

image of Arch of Orazca
Arch of Orazca
2.5 // 3.5

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Discuss
image of Awakened Amalgam
Awakened Amalgam
1.0

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Discuss
image of Azor's Gateway
Azor's Gateway
2.5

.

Discuss
image of Captain's Hook
Captain's Hook
3.0

I love that there is a card named Captain’s Hook, and the ability isn’t bad either. It is weak to artifact removal, and you lose the ability to pass it back and forth, but it’s a nice aggressive equipment at a good rate. It forces double-blocks and the two points of power means that it’ll often be a 2-for-1..

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image of Evolving Wilds
Evolving Wilds
3.0

I love having this in the format. It just makes mana better across the board, and allows for splashes for time to time, which I view as a positive..

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image of Gleaming Barrier
Gleaming Barrier
1.0

There’s no point in the game where I’m happy with this, either as a wall or a Treasure. It may be a fine sideboard card, but I’d really rather not main deck it.

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image of Gold Forge Garrison
Gold Forge Garrison
2.5

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image of Golden Guardian
Golden Guardian
2.5

In a defensive deck, this is a very sweet win condition, and is another card that could easily go up in value. If the opponent ever gives you a window to flip this, it’s worth losing 2 creatures, as you get to start pumping out Golems until they get crushed. Also note that the land taps for 2 mana, which is a nice little bonus..

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image of Orazca Relic
Orazca Relic
1.5

This is bad ramp, even if it eventually replaces itself. I’m not really looking to ramp this way, and would rather just draft a normal curve..

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image of Sanctum of the Sun
Sanctum of the Sun
2.5

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Discuss
image of Silent Gravestone
Silent Gravestone
0.5

You probably won’t ever side this in, but if they have multiple Jungle Creepers or Recovers, I suppose you could. It costs a lot to replace itself, so don’t assume that this is a free sideboard card (like Relic of Progenitus would be)..

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image of Strider Harness
Strider Harness
1.5

Waiting an extra turn to play a creature kind of negates the haste advantage, and even if you have excess mana, the effect here isn’t that impressive. This was mediocre last time it appeared, and I doubt it’s much different now..

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image of The Immortal Sun
The Immortal Sun
4.0

Getting an extra card each turn and making all of your creatures bigger is already great, and making all of your cards cheaper really makes this a game-ender. You get more cards and the ability to play them all, and they are all better. Plus, every now and then you’ll hose a planeswalker..

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image of Traveler's Amulet
Traveler's Amulet
3.0

Much like Evolving Wilds, I’d play this in most 2-color decks (though it gets worse with tons of 2-drops, unlike Wilds). It enables splashes nicely and is a card I want to open in Sealed..

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Golgari

image of Atzal, Cave of Eternity
Atzal, Cave of Eternity
2.0

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image of Foul Orchard
Foul Orchard
3.0

These are basically Evolving Wilds, but they go in specific decks, which makes them playable if you’re those colors..

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image of Journey to Eternity
Journey to Eternity
2.0

Some decks will be able to make use of this much better than others, as you want ways to trigger it without the opponent’s help. Once this does flip, it’s really hard to lose a long game, as it draws you creature after creature..

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image of Jungle Creeper
Jungle Creeper
3.0

Black-green is an underutilized color combination, but Jungle Creeper is tempting enough to get me to want to draft it. It’s an efficient 3-drop that comes back for seconds, and possibly thirds, and asks nothing of you besides that you draft B/G..

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Rakdos

image of Angrath, the Flame Chained
Angrath, the Flame Chained
3.5

Angrath delivers a beating on multiple fronts. He can eat small creatures with the -3, set up attacks by stealing big creatures, and can attack their hand with the +1. He does do poorly against big creatures if you don’t have a way to defend him, but I count the -3 as enough defense, and he can tick up and be somewhat hard to kill even if they do have a 3/3 or 4/4 out..

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image of Dire Fleet Neckbreaker
Dire Fleet Neckbreaker
3.0

Dire Fleet Neckbreaker hits as a 5/2, but that isn’t where most of the power is. Where this really shines is when you can drop it and attack with multiple Pirates, preferably menace or flying ones. If you are firmly in R/B Pirates, I’d bump this to a 3.5, as it threatens to deal a ton of damage and let your 2-drops trade up..

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Gruul

image of Raging Regisaur
Raging Regisaur
3.5

While this may not measure up to the best Raging flavor text (that honor easily goes to Raging Goblin), a 4 mana 4/4 with a highly relevant attack trigger is awesome in any deck. This picks off x/1s, triggers enrage, and can even attack into a 5/5..

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Dimir

image of Deadeye Brawler
Deadeye Brawler
3.0

I like the stats on this, and deathtouch makes it a great blocker. This is the kind of ascend card I like—it’s good without ascend, and naturally makes the game into one that lasts long enough for you to hit ascend. Once you draw a card for each hit, this is annoying to deal with, and probably requires a double-block from the opponent..

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Simic

image of Hadana's Climb
Hadana's Climb
3.0

Getting a counter each turn is a decent ability, and once you’ve gotten three, you can often kill the opponent in one shot. This works very well with all the hexproof in these colors, and is a threatening card on any board where you aren’t getting run over..

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image of Kumena, Tyrant of Orazca
Kumena, Tyrant of Orazca
3.5

Kumena has good stats and can often hit in for 2 unblockable damage, but he really starts making waves when you get to draw extra cards. That will often snowball into getting 5 Merfolk into play, at which point you should win easily. Kumena easily earns his rating in a dedicated Merfolk deck, but I’d still play him in any U/G deck on stats alone, and if you have a couple of Merfolk (which is hard to avoid), that’s just a bonus..

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image of Merfolk Mistbinder
Merfolk Mistbinder
3.5

These cards are basically the same, and as such, I’m gonna knock out two lords with one stone. Both of them are great in their respective decks, and efficient enough to be playable in the color combination. Even if you aren’t super tribal, you’re going to have a couple creatures of the appropriate types, and they are 2-cost 2/2s. Both of these tribes get some tokens, even if Vampires gets more, and both have good keywords (flying/unblockable and flying/lifelink), so I’m happy with either lord..

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image of Winged Temple of Orazca
Winged Temple of Orazca
3.0

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image of Woodland Stream
Woodland Stream
3.0

These are basically Evolving Wilds, but they go in specific decks, which makes them playable if you’re those colors..

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Izzet

image of Highland Lake
Highland Lake
3.0

These are basically Evolving Wilds, but they go in specific decks, which makes them playable if you’re those colors..

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image of Protean Raider
Protean Raider
3.5

Clones are historically great, as at worst you are tied for the best creature on the board. Having to attack to get this one going is a real drawback, but at 3 mana it’s still a very good card..

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image of Storm Fleet Sprinter
Storm Fleet Sprinter
3.5

Sulfuric Vortex that enables raid? Yes, I would like this for my U/R aggro deck. This gets in as soon as it arrives, and doesn’t stop until the opponent (or it) is dead..

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image of Storm the Vault
Storm the Vault
0.0

Paying this much mana for a card that only generates mana is not what I want to be doing, and especially not when I need to be getting a bunch of damage through for this card to work. Leave this to the Constructed brewers..

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image of Vault of Catlacan
Vault of Catlacan
0.0

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Orzhov

image of Elenda, the Dusk Rose
Elenda, the Dusk Rose
4.0

Elenda is an extremely dangerous card. While she is in play, every combat interaction gives you an advantage, as she gets big enough to start brawling and leaves behind an army of tokens when she dies. She even gives you a token if she dies right away, making her annoying even if she gets nipped in the bud..

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image of Forsaken Sanctuary
Forsaken Sanctuary
3.0

These are basically Evolving Wilds, but they go in specific decks, which makes them playable if you’re those colors..

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image of Legion Lieutenant
Legion Lieutenant
3.5

These cards are basically the same, and as such, I’m gonna knock out two lords with one stone. Both of them are great in their respective decks, and efficient enough to be playable in the color combination. Even if you aren’t super tribal, you’re going to have a couple creatures of the appropriate types, and they are 2-cost 2/2s. Both of these tribes get some tokens, even if Vampires gets more, and both have good keywords (flying/unblockable and flying/lifelink), so I’m happy with either lord..

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image of Profane Procession
Profane Procession
4.0

Tetzimoc may be better, but I think this is my least favorite card to play against. It’s just uber-frustrating to see this in play and know that you are doomed, as they get to kill three of your creatures and then kill you with those creatures. It might be slow enough that it’s closer to a 3.5 in Draft, but I can’t imagine cutting it from a B/W deck, and I will be taking it early. I’ve seen it be insane in Sealed every time it’s cast, and know it’s a windmill slam there. Is the profane part what the opponent thinks when you play this?.

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image of Tomb of the Dusk Rose
Tomb of the Dusk Rose
4.0

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Selesnya

image of Atzocan Seer
Atzocan Seer
3.5

A great mana fixer that has relevant stats and can sacrifice to turn into a Dino is a card I can always see playing. This just ticks all the boxes, and is good even in a deck without Dinosaurs (though much better with a few juicy targets)..

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image of Huatli, Radiant Champion
Huatli, Radiant Champion
3.0

If you’re playing G/W, there’s no way you’re cutting Huatli, but she isn’t at the level of most planeswalkers. I wouldn’t splash for her, and slower decks don’t get a huge edge. She helps a lot when you’ve got a good board presence, but she doesn’t protect herself or have an ability that nets you cards or board position (except the ultimate, which can pop surprisingly fast). On the plus (loyalty) side, she’s very hard to kill if you do have a lot of creatures, as her +1 can skyrocket her loyalty..

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image of Siegehorn Ceratops
Siegehorn Ceratops
2.5

This combines very nicely with combat tricks, and I’m not in the habit of cutting bears that are in a relevant tribe as-is. It’s hard to get ping effects in G/W, so I’m mostly looking at tricks to push this through. Also note that your opponent will almost never block this, as the blowout potential is so high. Maybe this should be a 3.0 due to it being virtually unblockable in the early game?.

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Boros

image of Metzali, Tower of Triumph
Metzali, Tower of Triumph
1.5

This card is bizarre. I don’t think it’s great because it’s so high variance, but as a mini-sweeper I could see matchups where you want it (it kills 1/1 hexproof and 1/1 lifelink tokens). If you do flip it, it’s very powerful, but not many decks will really be in a position to do so. If you have like 7-8 cheap creatures with these abilities, I guess go for it?.

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image of Path of Mettle
Path of Mettle
1.5

This card is bizarre. I don’t think it’s great because it’s so high variance, but as a mini-sweeper I could see matchups where you want it (it kills 1/1 hexproof and 1/1 lifelink tokens). If you do flip it, it’s very powerful, but not many decks will really be in a position to do so. If you have like 7-8 cheap creatures with these abilities, I guess go for it?.

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image of Relentless Raptor
Relentless Raptor
3.0

If you somehow end up in an R/W deck that isn’t aggressive, this isn’t a must-play, but it’s solid if your plan is to attack. It sucks that you sometimes just won’t be able to cast this (like if they have a 4/4), and a 2-mana 3/3 isn’t so amazing that this is an early pick..

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image of Stone Quarry
Stone Quarry
3.0

These are basically Evolving Wilds, but they go in specific decks, which makes them playable if you’re those colors..

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Azorius

image of Azor, the Lawbringer
Azor, the Lawbringer
4.0

It’s probably not a revelation that Azor is amazing, as it essentially ends the game with one attack. It even stops the opponent from casting Contract Killing or any other sorcery-speed removal, meaning you’re likely to get that hit in most of the time. It blocks well too, and is a bomb even if it’s a little hard to cast and in an awkward color pair..

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image of Resplendent Griffin
Resplendent Griffin
2.5

I’d be a little higher on this if it was any combo except U/W (or /BG), but I’d still run this if I was in these colors. It goes off pretty nicely once you get the city’s blessing, though it’s not super exciting before that. Still, a 2/2 flyer for 3 is playable enough that I’m not complaining..

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Naya

image of Zacama, Primal Calamity
Zacama, Primal Calamity
1.0 // 3.0

In most decks, this is wildly unplayable. It costs 9, which is often more than half your mana! But if you do cast it, you should win on the spot since you get to activate it three times immediately. I can imagine a Dino ramp deck going super hard on ways to get this out, and as such, I do think it’s a viable build-around (and likely a Sealed bomb)..

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