Welcome to my take on the pre-release primer! Instead of trying to be a sad photocopy of the fine work Limited Resources, et al do, I like to do a quick breakdown of the major properties of a limited set: removal, combat tricks, blue nonsense, and splashing. How these four stack up go a long way in determining the speed of the format, viability of enchantments, etc.
Removal
So we have 17 pieces of removal, 8 of which are uncommon. This is richer than M20, which had 10 common and 3 uncommon. Naturally some of these have conditions attached: three pieces need opponents with deep graveyards (see Milling, below), four (!) are enchantment-based, which might be weak with above average bounce effects. Removal will always be a premium and I think this set will be no exception.
Combat Tricks
Now this looks fun! We have combat tricks attached on the Adventure, so you can cast the trick then get the creature. Kind of a neat flexibility. The ones that take a full card look rather weaker to me, though Insatiable Appetite could clock an opponent out of nowhere.
blue nonsense
More so than other colors, blue always feels like more of a wildcard to me. Sometimes tempo, sometimes controlling, sometimes the home of weird alternate win-conditions. Here in Throne, we *clearly* have milling. Interestingly, none of it looks to be recurring. One will have to figure out how to bounce/flicker the creatures, though milling 4 is no joke.
All counterspells appear to be 3-mana, which is good to know. Three solid bouncing options. I think bodes poorly for enchantment-based removal.
There are two good card-draw spells, but no 3-mana draw two cards. So you won’t be able to rely upon Divination to smooth out land draws and such.
splashing
Colorless fixing is in a grim state. A single uncommon (that looks sneaky good), and a one-shot cantrip-y Golden Egg. I’m dubious of signpost Scarecrow, though maybe it has enough defensive value for a control deck to use it to help enable a splash. Green has a solid common to ramps & fixes and an uncommon Evolving Wilds. If you’re not green, I think splashing will be hard to pull off, which makes sense if they’re trying to make Adamant (3 mana of the same color) a thing.
conclusion
The biggest question I have is how the Adventure combat tricks will work in Eldraine. I was a huge fan of Storm Strike in Ravnica, as the Scry 1 just made it such a less of a cost to put into your deck. Given how every Adventure card is basically two cards in one, this might give the aggressive decks more legs than the control.






































again, i have many thoughts. what i really want to know is … Epic Downfall!?!?!?! Is black exiling creatures from the battlefield a thing now?
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