Preview season really is the best. I skipped the last few sets because A) ew, alchemy and B) Lil Liliana is definitely more of a howler than Chandra was. But as we pull out of the first 60 days (still objectively terrible) it’s time to look forward to something fun!
Time for another round! Digging into some more interesting rares this time. I’m still not quite sure what to do about the off-color kicker that is rampant in this set. Until we know more about fixing, it’s going to be a huge variable.
Karn, living legacy
This is a very interesting planeswalker in Limited. The +1 is almost a nothingburger, since there doesn’t look to be that many artifacts in DMU. The -1 is okay, as you could just spend 1 mana to draw a card. Or spend more mana for a wider selection. And the -7 looks to have some power, provided you have enough artifacts; a risky bet in limited. So on the surface, this looks like a weak ‘walker in Limited. It can’t protect itself and the ultimate looks weirdly conditional.
I think that misses the play pattern. I suspect 99% of time with Karn the play pattern will be +1/+1/+1/-7. This leaves you with a reusable lightning bolt every turn, since you can just use the three powerstones. Since it’s an emblem, Karn doesn’t have to survive using the ultimate. So I read this card as “Suspend 3, Win the Game”. Yes you need to be able to defend Karn but casting it seriously warps the game and puts immediate pressure on your opponent. Which is just what I for from my bombs.
Game-Warper
Keldon Flamesage
To judge this card properly, one probably has to do a bunch of math with the hypogeometric calculator. FINE. But first let’s unpack what it does. A 2/3 for 3-mana isn’t great, but the floor is reasonably high. It’s a magic card, it’s fine. The Enlist allows it to tap another creature to add its power to its own. So tapping a 2/2 would allow the Flamesage to attack as a 4/3. Also fine. But where it really shines is the triggered ability where it goes looking for a spell. But how often would that happen?
Let’s start with the most optimistic outcome. You built the nuts blue/red spells deck with 11 instants and sorceries that all cost 4 mana value or less. Assuming you always have a 2/2 to Enlist, you have a 74% (!) to hit a card you can cast. That sounds… fantastic. Note that it doesn’t expire at the end of turn nor does it allow you to cheese sorceries in at instant speed.
Midrange outcome: you have 7 valid targets (instants/sorceries at 3 MV or less). Let’s also only guarantee a 1-power Enlistee. Now you’re down to 44% of a hit. Which isn’t bad, it’s obviously sweet when it happens. But the odds of your Flamesage surviving to try again are pretty low.
Cynical: 5 targets, 3 MV or less. Now it’s 33%. Yikes.
I think the likelihood of the midrange outcome far outweighs the optimistic one. And frankly, it’s going to take a lot of savvy drafting to have as many as 7 targets. I think this card is a moderate build-around. But the ceiling is a lot lower than it looks. That’s not even taking into consideration that you have a board state where you have an extra body to Enlist and you’re able to attack. I want to have a “spells-matter” deck before landing this, not taking this and forcing spells.
variable playable
Monstrous war-leech
First, what a name! But also what a tricky card. First, it just dies if your graveyard is empty. So figure out a way to fill a graveyard and/or have high MV cards and/or have other cards that care about the graveyard. I think this card will be very close to unplayable without the kicker. Which means for five mana, you need to be getting your money’s worth. Anything less than 4/4 *plus* valuing stocking up your graveyard isn’t going to be worth it. I would think of this as a gold card that you can/should get on the wheel once you are committed to graveyard shenanigans in Dimir. That said, as both an mini-enabler and mini-payoff, it will be quite happy in that deck.
Preview season is back! Or finally here! And/or finally not involving alchemy cards that require assessing six different cards to grade a single card. But we have a Grandma in the house helping with Lil Liliana which means there’s a sliver of spare time to think about Magic cards. Whew.
As befitting my lack of time, I simplify my rating scale to seven categories
Game Changer (bomb)
Power (Grade: B)
Draft Changer (build-around)
Signal (best common)
Variable Playable (playable cards with a good home)
Filler (reluctantly playable cards and/or no good deck)
Actively Avoid
tolarian Geyser
Part of me will always love any set in Dominaria simply for the flavor of having Tolaria, Adarkar, Benalia (obv) in the flavor text. Here we have an interesting spin on the Lunar Rejection of a cantrip bounce cards. These have historically been fantastic: tempo bounce with drawing a card to offset the inherent card disadvantage is great. The Geyser adds an interesting wrinkle: kicker upside but at sorcery speed. The loss of instant-speed interaction is a big blow: it can’t be used to blow out your opponent’s tricks. Gaining life in a BW deck sounds nice but not game breaking. I think this will be a very solid playable, with some decks wanting it more than others
Variable playable
serra redeemer
Also lacks Anson Maddocks art…
Anytime a card with “Serra” in the name doesn’t have vigilance, I get a little sad. But still, this looks really intriguing. 5-mana for a 2/4 flying is not on rate in modern limited. But its ability to add two +1/+1 counters to any small creature that enters the battlefield (cast or flickered) can rapidly get out of hand. Pull it off once and you feel good (5-mana for 4/6 worth of distributed states), pull it off twice you basically have created Citadel Siege or Broker’s Ascendancy. But it’s not a sure thing, since you have to actually cast/bounce/flicker the cards to get the trigger and as a curve topper, you’ve generally cast a bunch of your spells already. I think that makes this a build-around, looking for ways to break this card rather than just jamming it in any deck with plains. That said, the Raise the Alarm variant might be a perfect chocolate & peanut butter situation.
6/6 of stats at instant speed for 2-mana
Draft-Changer
Volshe tideturner
The Tideturner is an updated Vodalian Arcanist except it provides blue and can also be used for kicked spells. It’s too soon to tell if 1/3 will be useful for defensive speed, but this is a frontrunner for best blue common, given it’s utility as a 2-drop. We’ll see!
FINE I’ll do a non-Azorius color. If I must. This is a very, very fun little card. 1-mana, instant-speed removal but only kills small things. Given how Easy Prey, Eliminate, etc. always see play for defensive speed reasons alone, I think this is going to be fantastic. And at one mana value… (fans self). Never ever underestimate spells that cost 1-mana. Extremely mediocre combat tricks often become great at 1-mana, and instant-speed removal is much better than any combat trick. That it maxes out at killing a 2/3 is well worth the price.
The spoiler is complete! FF7 Remake Intrograde (or whatever) hasn’t arrived yet! This new monitor is almost more than I can handle! I definitely feel overstimulated.
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.
Whoa, spoiler season seriously snuck up on me! I suppose the silver lining of ‘already falling behind’ is that I don’t have to try and kill myself perusing the list of daily drops and make a post. Then again, this blog hasn’t exactly been suffering from excessive effort.
After taking my first stab at card reviews, I then started listening to the experts. And they have a great deal of expertise. I think some of my biggest misses were in blue. Let’s take a look. Here were my top three:
Time to dig into my homework before I get to hear “all the answers” from LR and Lords of Limited. Again, I’m impressed by how hard this is
First, here are my ratings for VOW: Benalish Dad Style. Again, I’m using my somewhat simplified tier system. I find shading the fine distinctions between a B+ and a B aren’t useful and too difficult for me to remember. So I put together a blunter tool that helps me navigate drafts.
(A) 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.
(B) 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.
(B-) 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
(C+) 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.
(C-) Variable Playable. These are cards that are playable, but usually fit different archetypes a little better or worse.
(D+) Filler. While not embarrassing to play they’re not great. Maybe off-plan, inefficient, or in a weak archetype that you’d prefer to avoid.
(F) Avoid. Maybe not stone-unplayable, but if these cards are never sleeved, you’re better off 99/100.
For the first time… (checks notes) ever, I tried to do card ratings without listening to several hours of LR/LoL. As mentioned during my rolling ratings, I have a newfound respect for how hard this is. It’s hard! Making sure you read every word on cards is hard! Thinking of the best (and worst) cases is hard! It was fun, but now I’m eager to delve into the podcasts and see how I did.
First, here are my ratings: Benalish Dad’s Card Ratings. Again, I’m using my somewhat simplified tier system