This is clunky for sure, but turning Clues into 4/4 Flyers seems like a great way to win longer games.
The Consign card is always a passable Limited card, and then once this is in the yard you can get a couple of cards out of your opponent’s hand. Also, this has a high mana value for Collect Evidence cards.
This is symmetrical, and tough to make work for you in Limited.
You’re going to use this on yourself more than your opponent, especially if you’re collecting evidence – which is likely in Blue/Black. It does hurt your mana base a bit, and the utility it offers isn’t amazing, so you probably need a pretty good mana base and a lot of graveyard stuff to really want to use this.
A 6-mana 5/5 that will virtually always give you a 2-for-1, and usually impact the board with whatever it Cascades into, whether it’s removal or another creature.
This format has some nice nonbasics, but not so many that you really need to be running Ghost Quarter.
This is a graveyard format for sure, and in the past Gnaw to the Bone has worked well in really grindy graveyard decks by buying them the time they need to grind out a win. I could see this filling a similar role here, but that means it needs a build around grade.
There aren’t enough Goblins in this sit for the Warchief to be worth it. It is a three mana 2/2 with Haste on its own, but that’s pretty bad.
You get two nice pieces of material for only one mana, and you even add something to the board! This format has tons of payoffs for Clues too. This gives you so much value for only a single mana.
You need lots of high toughness creatures, especially because this will even make your creatures with lower toughness than power do damage equal to their toughness, and that’s rough. It wasn’t particularly easy to make it work back in Ravnica Allegiance, and I don’t imagine it has that impressive of a ceiling here either.
Ixidor's buff effect is symmetrical, which is a little awkward, but if you've gone hard on Disguise and feel that it's likely you'll have more face-down creatures than your opponents, he can work out okay.
There are Vampires in this set, but not really enough for this to be worthwhile when it has such an underwhelming statline. Even in a Vampire-heavy set this didn’t perform that well.
I wouldn’t count on making the alternate win condition part go off consistently, but it can definitely happen sometimes in this format. His +1 is nice, and you’re usually going to be milling yourself, so it does get you closer to that win condition! And obviously, the -8 is nice too. The bad news is he doesn’t do anything to protect himself or impact the board, and triple Blue is hard to get going.
I always love this guy when we see it. When you cycle it, it’s basically a three mana draw 2 that gets you any basic land you want, and then later in the game you can play it as a big, albeit inefficient creature. It also works really well with Collect Evidence, as it puts itself in the graveyard early, making it easier for you to Collect Evidence 6 in the early stages of the game.
So, they want you to give up a Clue to make three 1/1 Goblins, and that doesn’t seem bad, especially because the Blue-Red deck has plenty of sacrifice stuff going on.
This was surprisingly bad back in Crimson Vow, and I don’t see that changing here, especially because this format doesn’t have a human or +1/+1 counter theme. Even if you have Humans or counters, you have to have your stuff die before it does anything.
On a lot of board states, this can get rid of a Clue for it never to be seen again, and it will sometimes be able to hit powerful permanents.
The idea here is to give up your Clues to ping stuff, and that’s nice and all, but a 5-mana 4/4 body is pretty miserable these days.
This was a bomb last time, and it is is a bomb again. It’s easy to crew, it’s got great stats and it’s evasive, and looting will help you dig through your deck for what you need while loading your graveyard in a format where that really matters. It’s also colorless and goes great in any deck.
This is symmetrical, and your opponent is likely to reap the benefits before you do.
Even if you pay the full 5 mana, you’re getting a solid deal, and improvising to play this more cheaply is pretty easy.
This is cheap enough to be a pretty nice removal spell. Sure, you’ve gotta keep paying one, and your opponent does get windows where they’ll be able to use tap abilities and stuff like that, but this still gets something out of the way efficiently enough to be pretty nice.
Black/White has the same theme as Mentor of the Meek – that is, 2 power or less stuff – and that works well with Disguise creatures. This can definitely give you some nice card advantage, but it doesn’t always line up nicely, and that’s a problem for a Gray Ogre.
This ultimately gives you two cards, but it takes some time and some serious mana to get there, and Black isn’t exactly a color super into doing stuff with artifacts in this set, so I don’t see this as being particularly useful.
Yeah…no thanks. Sure, you can use it on yourself to set up Collect Evidence, or try to mill your opponent out, but it takes a long time to do either of those things effectively and it does literally nothing else.
This is a Plains that enters tapped and it has fairly minimal upside. 9 times out of 10, you’d rather have a Plains.
Getting Metalcraft is definitely possible for Red decks, and that certainly does something to break the symmetry of this wheel effect, to some degree at least. The bad news is your opponent is still likely to take advantage of all those sweet new cards before you do, since you spent mana casting this first. When you don’t have Metalcraft, this is outright bad.
This won’t make enough treasure to be worth a card or the mana, people just don’t double spell enough in Limited.
Giving this up to draw three is kind of appealing, but having to hit your opponent first is a pretty real hurdle. It is an artifact, and that matters in Blue – and it’s also kind of funny to imagine putting this on a Disguise creature and making your opponent block it before you turn it face up and crush their blocker, but this card has some serious problems.
This is a great Graveyard enabler, and if you milled something you really want in your hand it can get it back for you, while also sporting some passable stats.
Most of the time, this is going to trigger at least once but…that’s not a terribly exciting card. It’s mostly a bear with small upside.
This was bad in Strixhaven, no matter how much I wanted it to be good, and it’s pretty weird for this format, because Red/White isn’t a color pair with any Collect Evidence at lower rarities, so you can’t really go off by getting 3/2s, and the format doesn’t have Spirits either.
Ideally, your deck has a couple of one drops in it for you to play the Captain – the good news is, they print lots of nice one drops these days, so it’s pretty likely this’ll draw you a card. It’s sacrifice ability isn’t amazing, but sometimes you just wanna make sure your opponent can’t interact and it can do that.
They want to use this to enable graveyard shenanigans, but the boost it offers is so underwhelming that it just isn’t worth it – just like it wasn’t when it was printed originally in a set with Delirium.
This counterspell is too narrow.
Not really enough Vampires around for this to be super good – but a three mana 2/2 First Strike is passable, and if you have a few vampires in your deck it’ll give you some nice additional value.
Giving up a creature on the board for one in your hand is rarely worth it in Limited, though it gets a little more interesting with creature tokens
Syr Konrad has the potential to trigger a ton in this format because people will be milling themselves and removing creatures from their graveyard. It will be especially devastating in a mirror match, but even if you’re the only graveyard deck, Konrad will do some nice work.
This has Basic Land cycling so it gives you some nice fixing, and it helps set up Collect Evidence, so it’s hard for this to be bad. In the extreme late game it can be a finisher too.
If you can cast this, your opponent probably can’t win – but that’s not gonna happen much in Limited. It doesn’t even work as a reanimation target or Collect Evidence fodder either, since it gets shuffled into your deck.
There are Vampires in this set, but not really enough for this to be worthwhile when it has such an underwhelming statline. Even in a Vampire-heavy set this didn’t perform that well.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare|White|Creature — Human Cleric
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Creature — Human Cleric
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Creature — Bird Rebel Soldier
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Spirit
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Licid
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Giant Warrior
|
0.0 // 2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare||Creature — Eldrazi
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Angel
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic||Legendary Creature — Eldrazi
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Legendary Planeswalker — Gideon
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Creature — Insect
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Enchantment — Saga
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Giant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon||Conspiracy
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Human Soldier Ally
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Enchantment
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon||Creature — Eldrazi Horror
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Unicorn
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Creature — Human Monk
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Legendary Planeswalker — Nahiri
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Enchantment
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Sorcery
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Cat
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Enchantment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Elemental
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Legendary Creature — Fox Samurai
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Creature — Dinosaur
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Soltari Monk Cleric
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Sorcery
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Kithkin Wizard
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Human Wizard
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare||Creature — Eldrazi
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Creature — Human Knight
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Cat Soldier
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Vampire Cleric
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
AI Limited ratings are gathered with data from MTGA Assistant, while Nizzahon Magic provides the Pro ratings. The key difference is that the Pro ratings and comments are made before the set officially releases, while the AI ratings dynamically update with new data. It would be best to use the Pro ratings as guidance as sets are released and the AI Ratings a couple of weeks after release. Here is an explanation of how we score the cards: