Okay, back to it and doing some homework. What looks good (and let’s be clear: the art in this set is absolutely stunning) and what will have questions when we get to cracking packs.

Game-Changers. These are the bombs, the ones that can catch you up from behind, super powerful/efficient and/or source of repeated advantage. Preferably at least two of these.
Reasons. Aka “power”, they have one of the powerful sources mentioned above. They are a reason to play the color and you’re excited to draft them and play them.
Draft-Changers. These are the build-arounds where, if properly supported, they could be very powerful. But you can’t just jam them into any deck like the Reasons
Signals. The best commons. Usually removal or efficient low-cost creatures, since any deck in those colors eagerly drafts those cards. Hence if you see them pick 5-8, it constitutes a signal that the lane might be open.
Variable Playable. These are cards that are playable, but usually fit different archetypes a little better or worse.
Filler. Playable cards, but maybe off-plan, inefficient, or a weak archetype that you’d prefer to avoid.
Avoid. Maybe not stone-unplayable, but if these cards are never sleeved, you’re better off 99/100.

Armguard familiar

I always love these cards: good early but still play a role late. A 2-drop that can tussle in combat is almost always in demand. That it can then turn into an equipment that gives +2/+1 and ward, now it can turn any moderately evasive creature into a must-answer threat. Plus there is presumably some Modified keywords wandering around. I think this is an early candidate for a Best Common in blue.

signal

twinshot sniper

Flametongue Kavu is always going to be a good card. To have the flexibility to cast it instead as a Guerilla Tactics is extremely, extremely sweet. The ceiling isn’t infinite; a 2/3 Reach body isn’t going to swing games. But it’s either a 2-for-1 or a sweet piece of flexible removal that every red deck will be delighted to have.

Reason

Befriending the moths

This card reminds me a lot of Faerie Godmother (excuse me, Guidemother), with jumping a creature and then turning into a creature. The major difference is, of course, the casting cost. Guidemother was a 1-drop and aggressive white decks would take as many as they could get their hands on. By contrast, I think there is a very real limit on the moth count, since it takes a 4-drop slot and (eventually) turns into a flying creature with only 2 power. I don’t think it’s going to be great in the enchantment synergy deck, since it doesn’t help with defense and I assume that style of deck wants to grind a little more. Could be proven wrong though.

filler

Tatsunari, Toad rider

Reading time! We have a 3/3 for 3 mana. When you cast an enchantment spell, create a 3/3 frog (if you don’t already have one). The frog also drains for 1 each time you cast another enchantment spell. AND for 2-mana, Tatsunari rides the frog and it hops into combat (i.e., can only be blocked by reach or flying, but hilariously does not gain flying itself). Whew. It’s pretty clear that this card screams “build-around”: it requires enchantments, it requires other colors of mana, etc. It’s important to note that there are a bunch of enchantment creatures running around (a la Theros), so the enchantment clause should be pretty easy to hit. With enough enchantments, this is a clear 2-for-1. And having even more enchantments to cast is gravy, as it triggers a drain each time. If you’re frog dies, get a new frog! Nice.

Is it a gold card? Does it require blue or green mana to have 6-power become unblockable to be “worth it”? I think not. First, a 3/3 for 3-mana is a pretty high floor. Adding enchantments to get a free 3/3 isn’t a big ask. And if that is all it does in–say–black/white, I’m thrilled to be playing that. This is a powerful card that does ask a bit of you, but is more than willing to pay you off. I think almost any deck with swamps can build around this and enjoy doing so.

draft-changer

bamboo grove archer

Do not write this off as a mere Moat Piranha. That’s a very serious roadblock and the reach prevents annoying fliers from getting through. It is also an enchantment creature, which looks to be highly relevant in this set (see our Toad Rider, above). Finally, the flexibility to be an expensive Plummet isn’t terrible. While it’s not the full flexibility that the Armguard Familiar displays, it’s still upside. I don’t think every green deck will want this, but those that do will be more than happy to stash a few.

variable playable

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