Limited Resources

Limited Resources 849 - Secrets of Strixhaven Set Review: Commons and Uncommons

272 min
Apr 15, 2026about 2 months ago
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Summary

Marshall Sutherland and Luis Scott-Vargas conduct a comprehensive set review of Secrets of Strixhaven commons and uncommons, evaluating all cards across five two-color archetypes (Silver Quill, Prismari, Witherboom, Lorehold, Quadrics) with a grading system from A to F to help players prepare for draft and sealed formats.

Insights
  • Five-color archetype design with full-size set allows significantly more breathing room and depth compared to recent small sets, enabling multiple viable strategies within each color pair
  • Prepared mechanic creates flexible card design where creatures function as both permanents and spellcasting engines, with recast potential through blink effects and repeated preparation triggers
  • Aggressive creature-based strategies appear favored in Prismari (opus) and Lorehold (flashback) over pure value-oriented approaches, based on uncommon payoff card design patterns
  • Converge mechanic requires dedicated mana-fixing investment and appears to be a one-per-draft archetype, with inflection point at three colors of mana for most payoff cards
  • Gold cards at common/uncommon level (10 per color pair vs. typical 2-3) provide clear archetype signposting and reduce ambiguity in draft direction compared to previous set structures
Trends
Prepared mechanic represents evolution of adventure-style card design with greater flexibility and recast potential than traditional ETB effectsConverge as five-color mechanic creates natural tension with limited dual-land availability, forcing strategic mana-base decisions early in draftInfusion mechanic demonstrates trend toward conditional ability words that reward specific game actions (life gain) rather than unconditional triggersFlashback integration with graveyard-synergy cards (lower hold) shows continued design focus on filling graveyard as resource rather than discard penaltyCombat-focused payoffs in spell-heavy archetypes (Prismari opus) suggest design philosophy favoring tempo/aggression over pure card advantage in limitedSideboard-quality cards receiving main-deck viability through cycling and conditional modes reflects modern limited design philosophyUncommon power level appears elevated across set, with many uncommons performing at B-/B range typically reserved for strong commons in previous sets
Topics
Prepared Mechanic Design and Recast PotentialFive-Color Archetype Balance and Mana FixingConverge Mechanic Inflection Points and ViabilityInfusion Mechanic Life Gain SynergiesFlashback Integration with Graveyard StrategiesRepartee Instant/Sorcery Targeting MechanicsOpus Spell-Casting Payoff StructuresIncrement Counter-Based Growth MechanicsCreature-Based vs. Value-Based Archetype DesignGold Card Signposting and Draft DirectionDual Land Availability and Mana Curve ImpactPest Token Synergies and Life Gain EnginesBlink Effects and Prepared Card InteractionsConverge Mana Requirements and Color CommitmentCommon/Uncommon Power Level Calibration
Companies
Ultimate Guard
Sponsor providing premium card sleeves, playmats, deck boxes, and collection storage products for Magic players
People
Marshall Sutherland
Co-host conducting set review and card evaluation for Secrets of Strixhaven commons and uncommons
Luis Scott-Vargas
Co-host providing expert analysis and grading of all cards across five archetypes in Secrets of Strixhaven
Quotes
"the last couple sets have not really been to my taste I will say and secrets of Strixhaven I love the original Strixhaven it's one of my favorite sets and this this looks like it's picking up right where it left off"
Luis Scott-VargasOpening remarks
"the big difference is those were both smaller sets and this is a full size exactly yeah so as much as you know we've talked a lot over the past couple months about our you know our small sets good what do those five archetypes look like all that and there's some positives and negatives more negatives"
Marshall SutherlandMechanics discussion
"increment basically just means when you cast expensive cards your creatures grow and that's pretty cool i i like that i'm i'm pretty happy to you know play expensive cards in my deck and figure out ways to make it make make it pop off"
Luis Scott-VargasQuadrics mechanic explanation
"these cards are just like like i actually don't want to play the set just in case quadrix is bad because i'll be so disappointed because this is this is like the dirtiest like this is exactly what i want to be doing"
Marshall SutherlandQuadrics enthusiasm
"the breathing room on five colors is just so profound after we're coming off of a set that was that didn't have that that was still a good set like tini's mini tutorials was totally fine um but you could feel it that that they just they made five archetypes but it just didn't get to really breathe"
Marshall SutherlandClosing analysis
Full Transcript
What is up everybody welcome to another episode of limited resources this episode number 849 my name is Marshall I want your limited resources and joining me on the line all the way from Denver Colorado it's Louis Scott Vargas Luis it is set review time we're gonna go we're gonna go back to school today apparently oh yeah and you know this is looking like a good set we've had we've had I don't want to say like a drought exactly but the last couple sets have not really been to my taste I will say and secrets of Strixhaven I love the original Strixhaven it's one of my favorite sets and this this looks like it's picking up right where it left off definitely we get to reveal the secrets today at least for the commons and uncommons because that's what we're gonna do on the show this time around we're gonna go over every single common and uncommon in secrets of Strixhaven and that is so that you are prepared for when the format goes live whether it's a pre-release release event or subsequent draft shields tournaments etc we want you to be ahead of the curve and that's why we're gonna go over every single card with you today before we do want to say thank you to everybody who supports us on patreon it's patreon.com slash limited resources and it's really a great way to support your favorite content creators you get a thank you card and a sticker in the mail if you become a patreon supporter of ours and we really appreciate everybody who does so we also want to say thank you to Ultimate Guard if you've got magic cards you know at the card deck or collection level anything in that range whether it's actually playing the cards you know think play mats and sleeves or transporting them from one place to another in deck boxes or storing and organizing them from a collection level you know think backpack binders that type of stuff they are going to have some of the best products on the market they use premium materials and really well thought out designs to combine into really great products just thumbs up a plus great stuff from Ultimate Guard if you have any needs of these types you should check out ultimateguard.com and if you want to buy something you can get it from your favorite online retailer or local game store thank you Ultimate Guard we appreciate your support of the show louise before we get into actual magic cards we are going to discuss each card but we're also going to give it a grade yeah so we use a grading scale that goes from A through F with two sub grades it's the same one we always use and it goes in the same order we've got A's we've got bombs game winners cards that are good in many situations especially behind and the best cards in the set you don't typically see a lot of these in the common or uncommon review but every now and then you see it one sneaks in we're talking cards like Sally Pride or The Last Ronin these are cards that actively pull you towards their colors or in this particular case a school because most of the draft archetypes are going to end up in one of the five schools we'll cover the draft archetypes and mechanics before you get to all the cards so we're talking cards that pull you that direction solid removal the better like kind of like the best commons and the good uncommons the best uncommons actually get to A level these days but again we'll see about that we're talking cards like Genghis frog or shredders technique C's are playable the pawns of limited they're pretty interchangeable you're going to play some amount in your deck they're kind of the average card the cards that when you take it fifth pick you feel okay about it but you're not you're not super stoked you end up with a bunch of these in every deck we're talking cards like you know regular removal kind of like the better combat tricks decent creatures cards like retro mutation or ice cream kitty these are cards that you prefer not to run they are playable you know these these days are cards you can certainly put in your deck but they're a little bit worse than the C's they're a little bit junky mediocre situational sometimes a high setup cost cards where if you know your friend hands you a deck it has four or five of these you're like oh this draft didn't really go great so we're talking cards like zoo escapees or donatello's technique as sad as that makes me it makes me but donatello's technique not where it was at and then the F's are cards that are just straight up unplayable cards that cost a million mana cards that refer to planes walkers cards that just are not you know cards like omniscience or broadcast takeover and teenager unit turtles and then our two subgrades are sideboard who say plenty of these in the comments and on comments review cards that you wouldn't really want to main deck they're probably around the D level main deck or maybe C level but when you board them in they could be A or even B level we're talking cards like negate or destroy target artifact or enchantment destroy creature flying cards you wouldn't really want your main deck but can be very effective post board one thing that's kind of interesting about this category because of the prevalence of best of one thanks to arena a lot of these cards have a lot of like get out of jail free clauses that they like cycle or they you know this this card draws a card or does some damage so sideboard cards are getting pushed more and more towards main deck but we still will talk about a couple sideboard cards if we run into them and then lastly our favorite category of the build around cards that on their own don't do enough or maybe anything but they can be the best card in your deck when you build around at cards like everything pizza fantastic build around yeah so we're of course going to be focusing on our discussion of the card that's the most important part because that's where we will kind of hedge and talk about what maybe our prediction might be or which way we're leaning but you know in order to put kind of a punctuation mark we found that sometimes the discussion would actually lead people to think that we thought something maybe that we didn't about the card for example if a card comes up and we say well it's a great card but and then we maybe discuss some of the downsides to it sometimes just the nature of human communication can make you think oh well they don't like that card then even though the disclaimer that started it was it's a great card that can kind of lose its punch and so when we give it a B plus even after having kind of nitpicked it it helps you go oh okay they really do like the card or they're closer together on their actual thoughts on it than maybe if we have a disagreement about it so that's what the grades are for and then louise you know we've had a few sets out of the last bunch here that have only had five archetypes where there's only been five archetypes out of the 10 possible color pairs that have been focused on from a design and development standpoint but the big difference is those were both smaller sets and this is a full size exactly yeah so as much as you know we've talked a lot over the past couple months about our you know our small sets good what do those five archetypes look like all that and there's some positives and negatives more negatives as we have that discussion when it comes to strict saving the full size set part is huge because that gives them more room to have multiple archetypes within the same school that gives you more room to have good crossover cards because we're going to talk a lot about like oh this this is good for both the increment and the opus mechanic that's a mechanic that overlaps pretty heavily and we're actually get to the mechanics right now so let's start at the top with the splashiest mechanic in the format prepared this goes across all colors and prepare basically it's a creature with like kind of the adventure frame where it's a creature and that's what it counts like in your deck in your hand in your graveyard but on the bottom right it has another spell so studious first year is the example I'll be using it's uh maybe the best green common actually so it's green for a one one it enters prepared and while it's prepared you can cast a copy of its spell its spell ramping growth one in a green sorcery searcher library for a basic land card put into play tapped so the way it works and you can even learn this in there like actual mechanics articles when a creature with prepares in play and prepared you have a copy exiled that you can cast when you could normally cast it you can't cast ramping growth in an instant because it's a sorcery and then once you cast it it's no longer prepared so studious first year is a one shot one and done you play it on turn one ramping growth on turn two great there are other creatures which don't enter prepared and you have to do something to make them prepared and there's some that you if you jump through some hoops you can prepare them multiple times so there's a lot of cool stuff going on with prepared and uh we're going to see kind of how it plays out because each creature individually just does a different thing they're very different cards one thing that ties all the mechanic together is because they count as creatures they're kind of like creatures with etbs so raised eds and blinks and stuff like that tend to be pretty good because they re-prepare you can okay yeah that's cool we'll give you the opportunity to re-prepare depending on how it works out so let's now talk about the five mechanics for each school and what the draft archetype is supposed to be as a result so for silver coil we have repartee this is a mechanic that says whenever you cast an instant or source respell that targets a creature do x x is different on every of these spells so again it's like more of an ability word but and this is so this is the silver coil the black white mechanic and as a result their their theme is repartee ag repartee agro where you're supposed to basically because repartee looks at cards that target create instant resources that target creatures that could be a pump spell on your creature or removal spell on their creature obviously the removal spell part is a little a little bit stronger but they both they both give you good options and good reasons to be doing the thing so when i when i look at silver quill you know you're going to be looking for instance and sorceries that target things and again combat tricks a big part of that if it's going to be an agro deck for prismari the red blue school you have opus which is whenever you cast an instant or source respell do x doesn't end there though because that would just be kind of like prowess basically or spell craft or whatever it also says if five or more mana was spent to cast that spell do y and y could be an outgrowth of x it could be a bigger version it could be something completely different for example color storm stallion is a one blue red for a three three elemental horse at rare it has ward one and haste and it is opus whenever you cast an instant or sorcery spell this gets plus one plus one until an eternity however if you spent five or more mana on that spell create a token that's a copy of this creature so this is kind of like three three prowess ward haste and it's a rare but if you spend five mana on the spell that triggers it you've all of a sudden have a second one then you do it again you have four i mean you can obviously see how that goes nuts and uh that of course feeds nicely into the prismari theme which is opus spell casting blue red spells with an emphasis on slightly more expensive spells so definitely got some cool stuff going this is obviously one of the front runners for one of the cooler cooler schools just because you know they they've really nailed the blue red decks at this point like how often does blue red fizzle in one of these formats and the answer is almost never so you know black green blue green can't say the same but blue red they got that one down at least the next mechanic is infusion for wither bloom so that's the black green school and infusion says if this creature or if this card gained life it does something different so again an ability word these cards very wildly you've got a creature like old growth educator which is too black green for a 4 4 vigilance reach and uncommon and has infusion when this creature enters the 2 plus 1 plus 1 counters on it if you gain life this turn so this just checks right when you play did you gain life this turn do something so it cares about you gaining having gained life that's it right there's spells that when you cast them if you've gained life do a bigger thing there's creatures that say at the end of your turn if you've gained life do a thing so they trigger over and over again so it's again one of those ability words where that the input basically is gain life the output is a variety of different things and the timing is different so you just kind of have to read all the cards to try to figure out what all is going on with them and of course as you would imagine the the wither bloom theme is a green black life game you've got you know it makes there's a bunch of cards that make pests if you remember from pest infestation or original strict saving the one one that dies and gains a life so there's like life gain swarm is what they call it build up an army of pests and other creatures gain lots of life overwhelm your opponent so i don't know if that's going to translate to aggro automatically skeptical right even that this that description it's like you're a life game beatdown deck okay cool yeah this is going to work out great but and you know wither bloom was a little bit behind so the the top three schools wither bloom and lower hold the word a two that were the most behind an original strict saving that of course does not have anything to do with this strict saving the cards are just going to be different but i would say this description makes me a little skeptical uh lower hold their mechanic is an amazing one and we know this because it's flashback they have a bunch of spells that have flashback flashback some awesome mechanic it lets you recast the spell from the graveyard and exile it at a drastically different cost sometimes and uh that ties really nicely into lower hold's theme which is flashback excavation it has a lot of cards that trigger or do something different or have some sort of advantage if a card left the graveyard this turn so okay when you look at that you're you can you can figure out like okay so flashback triggers all these lower hold cards and uh you know lower hold despite being red and this is the part i like about lower hold is they tried last time and they're going to try again this time to make something other than just red white beatdown which is their most common like how many of the red white make our archetypes in draft these days just feel like another version of red white beatdown yeah it's like eight or nine out of ten lots of creatures okay yeah that's red white beatdown yeah it's like eight or nine out of ten probably lots of creatures yeah yeah totally lower hold i think gonna feel pretty different based on the cards and then lastly another fan favorite quadrics the the green blue school increment their their mechanic is called increment and this at least is always the same on cards so you you you get a free beat increment whenever you cast a spell if the amount of mana you spent is greater than this creature's power or toughness put a plus one plus one counter on this creature and note i use spell as shorthand for instant or sorcery a lot yeah on on increment it literally means any card you're casting i think that's actually like something magic is not doing optimally maybe maybe the way they set it up magic it's too late now to change it but spell meaning any card you cast and spell colloquially meaning instant or sorcery to a lot of people is obviously you know a bit rough but increment basically just means when you cast expensive cards your creatures grow and that's pretty cool i i like that i'm i'm pretty happy to you know play expensive cards in my deck and figure out ways to make it make make it pop off and the the quadrics kind of a theme for for blue green is incremental value grow your creatures with counters they get bigger and bigger accelerate mana draw cards attack with huge creatures etc so there's a lot of x spells or some cards that pay you off for having x spells you see fractals the zero zeroes that get plus one plus one counters and you know quadrics looks like kind of like a blue green ramp deck of sort but increment of course is the the kind of thing that's going on as far as other mechanics there's a mythic rare cycle paradigm which when you cast the spell you then get to cast it every single turn it just goes on the stack every single turn at the beginning of your first main phase those are all pretty good there's converge which is a five color mechanic where what these creatures these creatures or these spells do something different based on how many colors you spent on it and converge is is just pretty strong like generally the cards look pretty good and uh we've got that's about it but well you know there's they added a new subtype to artifacts which is book but i don't even know how that's relevant yeah so those are the mechanics those are the five schools and those are kind of what's going on with uh with with the the cards here and as we as we evaluate these cards these are the kind of mechanics and the first thing to stand out by the way just to kind of prime ourselves going in is increment and opus overlap pretty heavily they both want you to cast expensive cards and if you remember strict saving you know quadrics and prismari were best friends there too they there was a lot of like teamwork decks in that format that's all i drafted in that format oh i know it's your team is your favorite three color pair blue green is your favorite two color pair yeah like it just traps a team or every single time like i was like all right what kind of team or deck am i getting this time yeah yeah and i think it worked out pretty well um did so there there you got your mechanics you got your cards you got your uh you got your themes let's uh let's let's get to the actual cards themselves and start grading them huh all righty so what we're gonna do is we're what we normally do is start with the signposts and comments which are the gold uncommons this set being so focused on just five archetypes rather than 10 there's actually 10 cards there's 10 gold cards at the common and uncommon level per pair so we're just going to go through those normally we get just a couple of signposts here we're going to get a lot of signs pointing in a direction i i think it's going to be very clear what these archetypes are trying to do based on louise's breakdown just now plus these 10 cards each but uh that's good we'll take it you know it gives us more information about what's happening so we're going to start off with black white so silver quill here is our first one and our first card up is a is a common called inkling mascot it is black white for a 2 2 inkling cat with repartee uh whenever you cast an inciner source respell the target's a creature i'm going to kind of skip that part going forward but just as a reminder inciner source or target to creature this creature gains flying and talent of turn and you surveil one so two mana 2 2 and it can gain flying and surveil if you cast a spell um how many times do i need to trigger this before i'm happy is my question i mean twice if you're yeah just once is probably all right i don't think that would be i don't think that would end up being too bad two mana 2 2 in that's gold you know specific two specific colors is a little rough man but surveil one's pretty powerful for you know doing things that you're probably going to be doing anyway kill their creatures surveil one get in for two yeah it looks above the curve to me yeah i would say that you're you're this looks like a classic c and you're just not going to cut it out of your silver cold decks very often exactly uh next is killian's confidence this is same mana cost black white for this one's a sorcery at uncommon it says target creature gets plus one plus one and talent of turn draw a card so right away you know i'm just in right like this is the the color pair that wants to target creatures with instance and sorceries this one does that and it immediately gives me my card back so i'm already pretty happy with that just because i'm getting triggers plus a card it is only two mana and it but it also says whenever one or more creatures you control deal combat damage to a player you may pay a black white hybrid so either a black or a white mana if you do return this card from your graveyard to your hand oh let's just do it all over again this looks awesome this this looks like a rock solid reason to to be in this archetype i i would say killian's confidence looks like a b to me it does to me too and and that that looks like one of those kind of cornerstone cards for an archetype next up it's also a card you can just discard or and if you get milled or something like any of those things like it just when it's in your graveyard it's chilling you know totally who i like that uh next up is scolding administrator same mana cost again black white for this one's a 2 2 dwarf cleric at uncommon it has menace repartee um put a plus one plus one counter on this creature and when this creature dies if it had counters on it put those counters on up to one target creature jeez that's a push card there louise that's a two mana two two look at the gap between uncommon and common for those two mana two two with menace and it grows and it gives away its counters at the end oh my goodness this looks excellent to me and remember repartee doesn't care which thing you target with it like it doesn't have to target scolding administrator you just like kill their guy you get this thing becomes a three three you pump up some other creature this thing becomes a four four like this is nuts yeah i i like probably b plus for scolding administrator this one just looks like the kind of card where it's like if you don't kill this right away it's going to stack two counters and then when it dies it's going to give away those counters and it just you just play this on turn two and you hit them for with menace three times before they can even do anything totally we also you said that this uh archetype is meant to be like a sort of aggressive right yeah for sure yeah and if you look at our first three cards they all line up with getting damaged through next one is silver quill charm so this is once again the same mana cost black white this one's an instant at uncommon though and you can choose one of three options option one put two plus one plus one counters on target creature option two exile target creature with power two or less and option three each opponent loses three life and you gain three life wow that is a really nice trio there for for just two mana at instant speed too yeah i mean this is god everything silver quill wants i would say wow like the combat trick is great uh the removal skills great they both trigger rep rt which is really nice and then uh you can also just use just a lightning bolt if you need to or to gain three if you're if you're in a close race at instant speed two like every everything perfect here right the combat trick part being super important there and then even sometimes that last mode in you know like your opponent is racing they make an attack now their creatures are tapped and you fire off your silver quill charm drain them for three and and you know you're going to win that race i like b plus for silver quill charm too i mean these last two on comments just seem very push for the archetype yeah i agree i think b plus for the silver quill charm abigail's back abigail poet laureate no longer a first year i guess one black white for a two three legendary bird bard this is uncommon with flying so three mana two three flyer and it says whenever you cast a creature spell abigail becomes prepared so this is one of the prepare cards that doesn't automatically start that way but if you cast a creature she's prepared and then what is her spell it is called heroic stanza it's one and a black white hybrid for a sorcery that says put a plus one plus one counter on target creature and this is one also that you were or this is the type that you were mentioning to louis right where you can reprepare is that right yeah i mean she could just become prepared again so you like play or turn three turn four play a two drop use heroic stanza and then the next turn play another creature you do it again and uh i mean i think that the fact that it can do it multiple times is certainly relevant and you get you're getting a two three flyer that they they kind of have to kill because if they don't kill it you're going to get to cast a spell that targets over and over again which not only triggers your all your rip rt cards it's also this becomes just like a three four than a four five flyer like a it doesn't seem like that's going to go too too poorly for you so abigail looks like again a really solid reason to be in silver quill i would probably give it a i'd give it a b plus i would too if i if you have this in play i feel like you're you're gonna need need to kill it like i don't just does everything i you know it's interesting because we'll have a better sense once we're done with a set review maybe it's these cards are push and this is a powerful set or whatever but man either silver quills awesome or this whole set is really pumped up because these cards are not so far and we're what five cards in uh yeah v plus for abigail it's looking good for right now no kidding next up is imperious ink mage this is one black white for a three three orc warlock this is common it's got vigilance and when it enters you surveil two wow it's another good common three three vigilance surveil two on etv that's just another good card yeah doesn't it doesn't fit like the mechanic really in any specific way besides digging for your spells i guess but it's just i think it's just a good card like i don't see a problem with i think you'd always pretty much play this card yeah would you would you go above c plus for imperious ink mage i think i would even just give it a c i don't know maybe a c plus yeah man three man a three three with two like relevant okay look here's the only thing is we're we're six cards deep and they've all look pretty awesome that kind of i'm starting to hedge too dude i'm like all right maybe they're just all awesome yeah that kind of implies to me that these these cards are just going to be very strong we're gonna go see on imperious ink mage and uh and see what happens next is snooping page this is same mana cost one black white for a two three human cleric this one's uncommon and it has repartee um this creature can't be blocked this turn and whenever this creature deals combat damage to a player you draw a card and lose a life uh the only question i have is you know can you how much removal can you get instance and sorceries that are targeting their stuff so that you don't have to put all your eggs in one basket and like you know put try to put plus one plus one counters on your snooping page and then also get the card in all the extra damage and you know i want to kind of spread my risk out a little bit because these cards are so good on their own right like you don't want to be loading this up with counters right and just have it get bounced or removed exactly and i don't block will creature with a couple counters is kind of nice no i mean it's great if you're all in on it and it works but yeah i would say that i would say that you're gonna want a decent amount of removal if you can get it and uh if you can't then you're gonna have to you are gonna play a decent amount of pump spells but you you do want a hedge if you can you don't want to always just be be playing removal spells and uh or playing pump spells and just getting and getting killed by i would be for snooping page what do you think yeah i would go be for this too again this i think a pretty useful shorthand for me is like if your opponent cast this on turn three how do you feel and the way it feels like oh man i gotta kill that thing absolutely and you know and the use case of you or your opponent whoever you know this card gets played then they untap kill something and then hit you is already like you're in bad shape like you're really bad shape if your opponent does that so yeah i like be for snooping page next is social snub this was our preview card this is one black white for a sorcery when you cast this spell while you control a creature you may copy this spell each player sacrifices a creature of their choice each opponent loses one life and you gain one life so this got kind of interesting right louise because it doesn't trigger repartee right this doesn't trigger repartee uh it is good if you have a like a weak creature a sack creature or token or whatever to sacrifice um or you just like you play a two drop they play a two drop uh or sorry they play two drop you play a two drop then they play a good three drop and you're like all right i guess like a social snub trade off our first two turns for each other and and get you know get to life to as part of the deal yeah and you know now so the my view on this card obviously with a little context here has changed which is on one hand the not targeting something think much much worse right like this would be so much better but the drain life better i mean this this deck looks aggressive it looks like it's good at getting damage through flying evasion counters all this stuff that we've seen just out of a handful of cards here and when that's the case you know draining your opponent for two can be a big big deal in a in a tight game so i don't know how i feel about social snub overall like do you have room for removal spells that don't that aren't instance and sorceries that target stuff i mean i would want all of them to be that based on what i've seen definitely but i think the biggest thing with social snub is like do you have good fodder to sacrifice to it because if you do i think the card's pretty powerful totally and you can of course just fire it off as three mana make them sack their one and only creature yeah and drain one i mean i would say that social snub is like a c except if you're good at doing the thing it could be bumped up a little bit okay see with upside next is render speechless this is too black white for a sorcery this is common it says target opponent reveals their hand you choose an onland card from it that player discards that card put two plus one plus one counters on up to one target creature so does this satisfy repartee no right yeah target the creature so it is still targeting a creature even though it's not the first thing listed or whatever yeah i mean that's just part of the spell yeah this definitely targets creature that's kind of i think the whole joke is it's a discard spell that also targets a creature so you can kind of set your thing well then i'm interested in nicely yeah render speechless it looks like a c you don't want a lot of these yeah pretty good like i mean turn three snooping page turn four render speechless attack for four draw a card you know take take your your four draw out of your hand or whatever or take your removal spell that would have that would have stopped this that's just crazy yeah i agree though i would want you know probably ideally zero or one of these i guess but if i get you know two if i get a solid trigger plus getting a card out of their hand i would still give render speech just like a d plus like i'm not jumping out of my chair for this card yeah i think that's probably right uh last silver quill card is stirring honor mancer and this has kind of a weird mana cost but there's a subset of these cards um it is two white black and then also a white black hybrid so it's five mana total you have to play a white and a black but then the last mana can be white or black so it's a little bit more flexibility on the mana cost there it is a four in a silver quill deck this is effectively three white black like you you're not really going to run into an issue with the hybrid there exactly the hybrid is a benefit uh it makes it looks harder to cast like just to your eyeball maybe but it's essentially not so five mana four five rhino barred it's uncommon and it says when this creature enters look at the top x cards of your library where x is the number of creatures you control put one of those cards into your hand and the rest into your graveyard yeah a pretty solid card i would say um five mana four five at at at the worst is you draw a card and sometimes you're going to draw more i'm in so you always draw one but you get to look at more is that that's am i reading that right technically if they kill this in response you might not even draw one but that's a pretty corner case right but but normal just on its own it's just draw the next card but if you have three creatures you look at three take one wow i mean it doesn't i don't really like how does it fit i guess is what i would ask but also who cares right like this is just very solid value card five mana four five draw card with some selection i mean five mana four five draw card is a card that you wouldn't be like stoked about but you would probably play a lot of the time and this is couldn't be quite a bit better because filling a graveyard is generally better than not and you get to look at a lot of cards totally i would give it a b for stirring honor i mean never cutting that ever yeah i think you're going to all right so that moves us to prismari where our first card up is prismari charm it is uh red blue for an instant at uncommon choose one of uh three options similar same template as the others uh first option surveil to the draw card nice second option prismari charm deals one damage to each of one or two targets situationally excellent and then the last one is return target non-land permanent to its owner's hand so you got bounce spell pick off a couple of small things or get a little velocity going yeah it's pretty hard to argue against any of the charms being around a b this one looks a little bit worse than the silver quilt charm but it's still fine like surveil to draw card means it's never going to be dead and a bounce spell and plus the deal one deal one can be really sick that is the kind of one that can really get you a nice little two for one yeah i like b for prismari charm i agree though it's a little worse than the silver quilt version next up is sanar unfinished genius which is blue red for a zero four legendary goblin sorcerer at uncommon and it says sanar enters prepared and you can tap to create a treasure token activate only if you've cast an instant or sorcery spell this turn that's pretty interesting now sanar's uh spell is wild idea three blue red for a sorcery that says search your library for an instant or sorcery card reveal it put it in your hand then shuffle so a pretty bad spell yeah um do you only cast this if you have literally nothing else to do or like there's a spell you desperately need which not that likely to be the case um but on the other hand uh two minute oh four that whenever you play a spell you can tap it and make a treasure that seems pretty great like i think that prismari is going to want to play this card i think so too especially if the curve goes high which it looks if this isn't good in your prismari deck i think your prismari deck is probably in trouble because yeah opus does want you to have five mana spells but like this is gonna be i think this will be fine like i think that this will be fine and pretty much all the decks because you're still going to be playing removal spells that cost two mana all that sort of thing totally and i mean that's basically what wild idea says right it says trigger target opus thing yeah it's like it doesn't do much but at least it you know especially if you end up with a pile of extra it kind of double triggers an opus because it gets probably it whatever it gets it then next turn you cast that and that probably triggers opus i would imagine you're doing something along those lines yeah whatever i i i i like b minus for sanar unfinished genius this doesn't seem balmy to me but i would be really surprised if you didn't want this card in your in your deck yeah i i agree next is vibrant outburst this is blue red for an incident uncommon it says it does three damage to any target and then tap up to one target creature yeah i mean this this is this is this is awesome like i think that uh i think vibrant outburst is going to be one of the better uncommons for prismari it's just so good at like getting your getting keeping you alive removing things like if you're on the defensive or offensive it either kills a creature and then taps an attacker or kills a creature and taps a blocker and it's just too many deal three which you're already pretty pretty happy with no kidding sometimes it just kills the opponent yeah i like b for vibrant outburst and obviously you know this um this archetype cares about casting instance and sorcery so any of them that are even playable are at a premium probably and ones that are really good like this are just off the charts valuable yeah i i don't think even b minus would be or sorry uh b plus would would be crazy yeah no i agree it's really strong really really good for vibrant outburst next is abstract paint mage this is blue red and then a blue red hybrid so another of those mana costs it's a 2 2 gin sorcerer at uncommon it says at the beginning of your first main phase add blue red but you can only spend the mana to cast instant and sorcery spells that's kind of busted though right like i mean this is a smoky lounge right right two two three mana two two which and doesn't do anything for a turn all that is not ideal but two mana a turn is a lot that's a huge bump god i don't know this this definitely seems like the swingiest right because the times when it's good it's just going to be so stupid to be able to untap and have six mana to throw around on instance and sorcery is in a deck that's kind of built for it but the times when you just don't have anything to cast with it this card you know really suffers i mean it really really suffers if you need that it's also like if you have an instant that is really better to cast on your you know opponent's turn and you're used and you have to kind of fire it off on your main there there's some it can lead you to turn some awkward paths to try to get the value but again think about it from the other other side if your opponent plays this on turn three you're not going to let them untap with it if you yeah you're terrified that gives it some value already because even in a hand where it's mediocre to bad you're still going to force your opponent to deal with it you know i think the the real inflection point then louise is well what if they do what if they spend their one or two mana's you know removal spell to kill your kind of awkward to cast three drop three mana to two by the way like really bad stats yeah the stats are not not ideal you know it is fairly punishing to run out i it just means means that i'm i'm compressing its its zone a little bit here because i think the downside's very legit but this also seems like one of the uh one of the type of cards that you know if you and i were playing a tournament louise and i said how is your round and you said oh my opponent played abstract paint mage on three and i didn't have an answer so you lost yeah you know like that would not shock me right like this card could just take over um grading wise i don't know do you want to split the difference and go somewhere like c plus range or something like it obviously has the upside of a i think c plus is right i it's definitely not a b um but it has a high the high end is good yeah the iron really does do something i feel like yeah we'll go see plus an abstract paint mage uh high ceiling low floor next up is elemental mascot this is one blue red for a one four elemental bird at common it's got both flying and vigilance so three mana one four flying vigilance with opus this creature gets plus one plus oh intelligent of turn and then if you did the five mana part of opus exile the top card of your library you may play that card until the end of your next turn and it's next turn because now you're not playing it for free mm you gotta you gotta actually pay yeah which takes a lot away from this card like it's still a threatening card and a one four flying vigilance actually pretty good stats it is but but if you if you cast opus and then you flip your top card like it you can play lands which is nice but if you flip a card like you don't get to play it right away for free so it's kind of like a delayed card draw still looks still looks pretty solid to me though i i think you're you'd be happy to play this in your opus decks i think so too it this this type of card is splitting the difference between what these type of decks always face which is there's always some number of cards that are really good temporarily usually in combat think like prowess or this thing gets plus whatever plus zero or it becomes unblockable things like that versus more value oriented versions of it where it's like when you cast an instant sorcery you get some tangible advantage card card advantage or you know board advantage or something that's not combat based and this one kind of splits the difference right but it the thing that pushes it over the top for me are the baseline stats for a common i mean three four three mana for a one four flying vigilance is like yeah that's probably just good enough you know and if it chips in for two damage every once in a while because you're you know triggering mini opus and then every once while you just get a random card for free it's like yeah sure you know that to me that's probably adding up just to be on rate good enough so i like c plus for elemental mascot this seems to come come together i think so i think it's gonna be a solid card once you get into play yeah i like that it's both and not just trying to do one thing or the other next is spectacular sky whale that is spectacular it is two blue red for a one four flying elemental whale this one's uncommon and it has opus this creature gets plus three plus zero intelligent of turn and then mega opus um put three plus one plus one counters on it instead how does get out of hand pretty quickly sure does this one is the first version of what i was talking about though right this is the combat based version you know where the primary use case is four mana one four flyer then like you cast two spells the next turn and it gets plus six plus zero and hits them for seven i mean the the the real payoff here is less on the opus and more on just casting multiple cheap spells exactly normally i don't actually like those as much like it takes a specific blue red build slash archetype to make those really sing but man this thing's like it has evasion and plus three plus zero is no joke like that adds up really quickly yeah i really like the three plus one plus one counters part two because it gives you a little bit of a different avenue it's still the same type of thing but it is a much different game plan if you're on the defense where you say okay go and you've got your one four and you're like well i'm probably going to cast a five man of something and you may not want to attack into this type of thing again to me this one is more skewed towards that first strategy for blue red which i'm less of a fan of but this one still just seems on power level to be perfectly fine and i mean dude there's gonna be dumb turns with spectacular sky will like just i mean this could be some turn five kills where you totally you play like a bunch of spells plus like in some of them are pump spells or something but i just give it a yeah my main concern with the spectacular sky will is it's not the best on defense no it's okay though right you still could just cast like a one minute instant yeah yeah you're probably not going to have man out most of the time i wouldn't imagine okay but um yeah i think that i think the sky would if it's a four four blocker like even a decent chunk of the time yeah my my my concern is is less that it's a four four blocker and more than it's going to be a one four blocker most of the time like i just don't think i don't think you're going to leave spells up defensively that often and i mean just i think that there's like any instance be removal or i don't know sure i mean if you leave man up and you don't attack with your sky well then you know maybe maybe they don't attack but a lot of the games that's just not going to play out yeah i don't think okay so what do you want to give it i mean i would give it us probably like a c plus b minus sort of thing okay b minus is probably b minus look this this the sky will the games with the sky will are going to be kind of lopsided where like some of the games it's going to look really bad and then some of the games it's gonna it's gonna be very very good like i don't think it's obviously there's a whole range of games but i think that the fail cases are going to be real with this card it's not unambiguously good like you know like the lighting bolt or something like that right so i do think that the sky will will lead to some pretty gross turns where you cast multiple spells in the same turn it's totally a dangerous card yeah but again you know we do we really have to focus on either where does where are the wins pointing for prismari in general is it uh one shot aggressive or is it value based and we still don't have a feel right based on this right like prismari charm kind of straddles the line sonar is uh more towards the value end of things as abstract abstract paint mage is more sorts about towards value but vibrant outburst elemental mascot and spectacular sky well elemental mascot is is bow it definitely is a value it is in the middle but i mean dude if you i mean i know i'm just cherry picking here but like if you go elemental mascot into spectacular sky well and you get to untap like your opponent's like how much damage am i taking right like vibrant outburst you tap down your one block or play any other spell it's like okay well game's over you know so kind of cool uh if they are going to lean that way but i agree with you i like b minus for for this spectacular sky well because it is skewed towards that one side let's see uh what the trend does as we move forward here the next card is stadium title mage this is to blue red for a four four gin sorcerer at common and it says whenever this creature enters or attacks you may draw a card if you do discard a card this one also kind of straddling that middle ground it is a four four for four in blue red but also you know provides that card selection value going for you too what do you think of stadium title mage i like the stats blue red doesn't usually get four mana four four it's like oh they don't it's funny because we're not that impressed with four mana four four is out of like green and like that's actually like straight green three for a four four is just below the curve it need to have like something else also well it's got a big tube of toothpaste what's going on there uh is a tube of toothpaste so uh i think that having one or two of these in your prismari deck seems totally fine totally yeah i would give it a see i would give it a see you know yeah but it's it looks looks fine to me it does for four looter like you play this you're probably gonna have a decent play next turn as well right yeah i like it uh next up is stress stream this is three blue red for an instant and uncommon it says it deals five damage to up to one target creature that's really funny templating look at the top two cards of your library put one of those cards into your hand and the other on the bottom of your library they really wanted to make sure that you could cast this yeah well there's no creatures in play even if there's nothing out there um this is yeah i mean this is your you know big opus uncommon right it just triggers that and it's two for one trigger triggers opus kills a creature draws a card like give you even with some card selection i mean stress stream what's awesome i i would say stress stream is probably like a b plus it's a b plus right i mean two for one just every opus tech is really gonna want this card every two for one with card selection triggering opus at instant speed you really can't actually in the big version of opus too yeah this is just crazy b plus for stress stream next is rapturous moment this is four blue red for a sorcery it's uncommon it says draw three cards then discard two cards and add blue blue red red red i like this card this is cool do you yeah draw three discard two get five mana trigger opus trigger opus like i bet this leads to some pretty nice little turns so you're basically just digging for another five mana like for stress stream or whatever yeah or you already have it and you're just setting it up because yeah okay so it's kind of like one mana draw three discard two but it again the opus trigger part is pretty big okay yeah no i could see it this would lead to the the game ending in a lot of cases like because you're so likely to be able to find something to cast even if it's not like another five mana plus even if you just get to cast another instant or sorcery like from what we've seen again you know thinking spectacular sky will mental mascot type stuff um is this card like individually powerful no the main reason it's not is because it's gated until you get to six mana so first of all one mana draw three discard two it would be very strong but it's so expensive that um you don't get to do that until turn six and like imagine you hit you miss your six land drop that's like one of the concerns with uh with all these kinds of cards so i would say in a dedicated opus deck it's probably like a b but you if you're not doing that then then it does it does fall off of it i would say i mean isn't it like a d or something if you're not or like like let's say you don't have any anything in play and you fire off rapturous moment like what like are you happy uh well when i say dedicated opus i mean a deck that is doing a lot to make that work i see as opposed to just like you know having some opus cards in your deck or just like a natural blue red deck or is going to have some amount of this stuff for sure it just has to yes okay so build around be for rapturous build around be looks good for rapturous moment cool card for sure yeah uh last uh prismari card is this is the way by the way to make your like spectacular sky right you know ludicrous yeah uh last prismari card is uh visionaries dance this is seven mana it's five blue red for a sorcery it's common though and it says create two three three blue and red elemental creature tokens with flying but you can pay two mana and discard this card and it says look at the top two cards of your library put one of them in your hand and the other in your graveyard yeah this is the the exact kind of the similar one from strictshaven the seven mana spell that made some uh elementals um that's right uh so here the buyout is two mana discard a card discard it so they basically it doesn't count as casting a spell when you do that which is fine but it is uh it's not going to trigger opus when you're spending the two mana just keep in mind but you get card selection and a card for two mana which is like pretty good right i mean yeah two mana look at the top two mana sleight of hand at instant speed is not like a card you'd buy itself want to play but stapled to a seven mana make two three three flyer sounds great to me it does to me too because that's you know that that's a good spell to cast on seven mana and when you don't need it you can spend two to discard it i really like was one of the things i like about both prismarian quadrics is they have these really good finishers at common like this is just a really good way to close out games at common at very low cost to your deck because of the the discard ability so i would honestly i would give visionaries dance a c plus i i think you want like a couple of these in a lot of your prismari decks yeah i think so too i i think you're going to be playing that card all right next up is uh green black which is wither bloom so this is uh first card up is called bog water lumerit lumeray lumerit it's black green for a two two spirit frog and it's common and it says whenever this creature or another creature you control enters you gain a life which of course is the thing that that it's painted yeah this this looks like it gets you know makes the the whole like infusion or whatever yeah wither bloom like infusion mechanic work really nicely like i don't think you're i don't think you're gonna be unhappy with this card pretty much anytime and wither bloom this looks like a c plus to me looks like a c plus and if it's not a c plus then they screwed up next up is teachers a pest this is black green for a one one skeleton pest at uncommon it has menace and whenever this creature attacks you gain a life there you go and this one also has you can pay green black to return this card from your graveyard to the battlefield tap wow that is really annoying yeah two man a one one menace so it's gonna it's gonna get in there gains a life so it's got like kind of pseudo lifelink but not on the way we're not unblocking and then it just comes back for two man two man is not a lot no that's really cheap any type of sacrifice thing can go you know the downside of course is that just as it sits it's not big it's a one one yeah you would always play this card though it's just so much value like it also it comes back tapped so it can block so if they play it too when you play this they're just like dumpstered like what are they gonna do they're not gonna attack into it i guess if they have an exile ability then sure so yeah i like c plus for teachers pest looks like a nice little annoying card yeah good good very maybe even a b minus honestly yeah it's good with self-milk too definitely it's and it triggers life gain yeah b minus on teachers pest this looks like it does everything the wither bloom deck wants even though it's obviously a little small wither bloom charm is next it's green black for an instant on common choose one of the next three you may sacrifice a permanent if you do draw two cards there's your teachers pest combo you gain you gain five life or destroy target non-land permanent with mana value two or less that's really good too yeah those are those are all very solid what do you think about that you gain five life uh i think that it's basically a infusion enabler like that's why you're doing that there's no there's no other real reason i don't think so because five's a decent chunk of life but whole card for that it's a little tough yeah you're not really going to be but all the rest are using that but the things i think that one's good too i think it's just yeah it situation it it's the sort of thing where you need other cards to make it good but the clearly the cards exist especially if there's infusion cards that key off like how much life you gain you know so we'll see about that yeah um interesting with that first mode too this is an instant so you can sacrifice a creature that's going to die anyway whether it's blocking or getting killed by a removal spell and get your two cards it also just says you can sacrifice a permanent so if it's in the late game you can sack a land yeah that's a great mode to have on this charm it means late game the the destroy target non-land permanent the cost to mode is not going to be that spectacular but once once lands are basically free turning your charm into a draw too i mean that seems like a break a game open pretty easily totally i like b for wither bloom charm looks like it has all the all the bases covered uh next is essence knit scholar this is black green and a black green hybrid so three mana total for a three one dry add warlock at uncommon it says when this creature enters create a one one black and green pest creature token with whenever this token attacks you gain a life and at the beginning of your end step if a creature died under your control this turn draw card i mean this card looks awesome so you can see for a three one plus a pest i would be in for that in wither bloom no matter what and then it says if you're one of your creatures died you draw a card man that's incredible that's really nice yeah you can you can see a pretty common use case where you play this and then the next turn you just attack with your pest right and your ideas well i want to i want to trigger infusion and then if they don't block it you're like sure and if they do you're like all right i'll just get my card on end step anyway so like all of these are good things for you and meanwhile you're getting a three man a three one that just you know kind of gets to sit there so that that's because obviously the one downside is that it just has the one toughness so attacking with it is probably precarious like it'll trade off for a lot of smaller creatures but there are very valid use cases that don't involve this thing attacking yeah i think that the lesson it scholar looks awesome i'd give it a b plus b plus for us this is it scholar next is grapple with death this is one black green for a sorcery it's common and it says destroy target artifact or creature and you gain one life perfect card i mean this is this is awesome this is really good common it's a sorcery it's like the only knock on it but that's not even really much of one and it kills anything including artifacts and you get a life for your infusion cards so i like b plus for grapple with death as well these are both close to a's but not quite there yeah totally and you know the sorcery speed isn't even that punishing because most of the infusion stuff cares about it on your turn anyway right like when it etbs or whatever so like yeah if you're doing if you're trying to use the infusion part then that certainly is not a big deal so grapple with death b plus next is mind roots this is the same cost one black green for a sorcery at uncommon and it says target player discards two cards put up to one land card discarded this way onto the battlefield tapped under your control target player discards you get one of their lands this is a really cool card that's cool it's a way to punish them for discarding lands which is the like firing those off on turn three sounds awesome because it's like okay i guess i have to give you two spells like isn't mind roots really sweet that's awesome and you only get one so it's not like completely broken where like if they discard two lands you're just like thanks i could but like that would just be ludicrous but this is what a really interesting take on a discard spell yeah i think mind roots is really cool i would give it a b honestly i think it's just really good like how do you go wrong i mean i mean the way you go wrong is you cast it on turn three and they just discard two spells and you spent your turn three not affecting the board that is how it goes wrong i think but yes that's just like not the worst though right it really is not but man if you're asking that is how does this fail yeah the fail case is obviously that it's late game and they don't have any cards right you're like wow i bet that that is a fail case though that is not the the one i would be the most concerned with i think that the main fail case i'd be concerned with here is that you just cast it on turn three against like a silver cool duck they discard two spells and just keep killing you because you spent your turn three doing nothing but but it's also a bad top deck in that other scenario so that's i guess totally that two knocks on it that's just true of all discard spells you know and so so it's taking turn three up but the thing is casting this on turn three looks a lot better than most discard spells because if they discard a land you get to ramp they really don't want to do that so really don't want to do this card i i would i would actually give b minus to mind roots but it's gonna feel pretty it's gonna feel pretty tough when they cast it on turn three and you're like oh wow i guess like and once you're discarding a land you just discard two it's just like all right you can have all the lands i mean that's so brutal right oh man i yeah this card is cast this card i am it's gonna pull you into wither bloom by itself it is it says the best idea stem from dreams i wonder if the designer of this card was like oh you know what if they get the land oh yeah there you go uh b minus for mind roots next is pest mascot this is one uh black ring for a two three trampoline pest ape common by the way and it says whenever you gain life put a plus one plus one counter on this creature yeah it's legit totally legit and by the way after now that we're most of the way through three of the schools yeah these cards are pushed yeah i think that's i think that's like ultimately the conclusion all the all the cards just look awesome so that's cool high a high power level format i like it i like that we'll see how it plays out but i am excited so are we willing to go more than c plus on pest mascot is it does it get the b range at calm no i don't think it does because it's just not always gonna work and even then it needs like three counters before you really start to feel like you're getting somewhere it's still gonna be a solid card three i mean if i gave you a four five but it's not a three four five right it's no no it's not so i feel like uh yeah i feel i feel like whenever you gain life that's cool i would give it a c plus i think is right c plus for pest mascot next up is luin exchange student uh oh this is two black green for a three four legendary elf druid uncommon and it says luin enters prepared exile and then also has exile creature card from your graveyard luin becomes prepared activate only as a sorcery so enters prepared and then can be re-prepared uh the spell for luin is pest friend which is a one mana green or black so a green black hybrid for a sorcery that says create a one one black and green pest creature token with whenever this creature attack whenever this token attacks you gain a life so four mana three four already set to go on spending one extra mana for a one one pest and then you can exile creatures from your graveyard to repest friend at one mana per two that is really nice that is good yeah i mean you you just playing this on turn five to make a make a pest and a three four is already like kind of nice and that's how you're gonna want to play a lot of the prepared creatures is if you can slow roll them so you could immediately cast their spell and then and then you end up getting to just do this pretty much as many times as you want not infinite obviously but like there's going to be a lot of games where this can cast three to four pest friends right and it's like and you're my pest friend and it's really easy right because there's no mana associated with the repreparation it's just exile this okay pay my mana okay do it again okay do it again and you can just spend a late game turn just basically emptying out your graveyard of any creatures and turning them into a to pest for only one mana each it is sorcery speed so your opponent could break it up somehow but like man b plus for a luan exchange student oh yeah i would say i would say b plus like amazing card i don't want to say exactly like trending towards a minus but it's it's very good there next up is old growth educator this is two black green for a four four tree folk druid at uncommon it has vigilance nice it also has reach which i really appreciate yeah so four mana four four vigilance reach good on offense good on defense and then it has infusion when this creature enters put two plus one plus one counters on it if you gained life this turn i mean that is probably worth like a sacrificial pest attack for example right for two additional counters on such a powerful card especially if you're in a matchup where like that the two like you play you know i get red green or something where the stats really really matter you know what i want i want either i want to see if i don't know if it's here but i want a black or a green one mana instant that gives my thing death touch like these these pests look like they're going to be jamming and you and people are going to want to just be snapping them off that being said you're just not going to block the pest because you don't want your infusion their infusion stuff to to work but obviously sometimes you might have to but doesn't it just when they attack or no no pests for when they die oh these are the new pests yeah new pests when they attack you gain a life yeah i i just completely short a short-cutted because it just was called pest it was black green it said one life my brain literally did not a single time put that connection together yeah so i'm thinking you're going to save them for when you want to get your infusion sure yeah you cash them in probably gonna die you send them in and then they probably will die because you should block them it's the opposite that's actually much more interesting yeah and that's why i want my death touch instant now you're right it's like oh i'll block your pest haha anyway uh old growth educator though is just a pile of power and toughness ultimately right like it's 4 4 or maybe it's 6 6 so it is a little difficult i think to give it like a super high grade but it is kind of a lot of power and toughness on some decent stats yeah i would probably say it's like a b-minus like it's c plus it's really going to hinge on how easy it is to uh to to gain life because if they're giving it to you not for free but at very low cost and this is a 6 6 a lot of the time then that's a very different experience then it's actually kind of hard to gain life and you have to do a lot of work for it because then then i'm a little less excited about this but if it's just a 6 6 not for free but close to free a good portion of the time then yeah i mean for old growth educator yeah i have it in the c plus to b minus range i i still that's where i would yeah like especially when you put it up against like luan exchange student you're like okay well these are both the same costs and the same rarity and the same right these aren't the same card and they're not the same card uh last card um for weather bloom is root manipulation this is five minus so three black green for a sorcery uncommon says until and of turn creatures you control get plus two plus two and gain menace and whenever this creature attacks you gain one life so here's your pest payoff you know if you just end up with a pile of one ones root manipulation can end the game pretty easily plus two plus two and menace makes that does make blocking extremely difficult it's probably it's also sneaky good with just big creatures right like these whenever you give menace sometimes it's just like i have a three four four four and another four four and you're just like root manipulation and and even a board that you didn't have good attacks in before all of a sudden becomes a big problem obviously the downside is is that if your board is is whittled down or isn't big or if you're not really in a position where this can win you the game you know or force your opponent to make uncomfortable blocks or whatever then then it kind of does nothing which is which is a big down big downside but this is like it's powerful stuff for five mana yeah i mean it does require you to have a board but how many creatures do you think you need before this becomes good three three yeah so yeah that seems like the number yeah it's there's a lot of life totals where this card does really good work and there's a lot of life totals looking at both sides where it's not going to be that good i'm i think it's probably a good card i do think it will be dead some amount of the time getting three to four life back means you you can attack all out with a little bit more confidence and menace menace when you're attacking with three creatures requires a like they're two creatures instead of you know they have three creatures out and you have three creatures out they can block one of your creatures because menace stacks really nice when you have multiple creatures attacking yeah and like a basic use case might be something like you have a two two and two three threes or something like i'm i'm get you know these are not exciting cards right and that's what 14 damage that you're able to send over plus you yeah and gaining three life yeah and and of course if the game has gone long if you have a bunch of pests if you have a few big creatures if you have you know just kind of anything that cares about hitting the opponent like this goes up the downside is real so we can't ignore it though um it has that conditional nature but i don't know i does feel like this is the you know one of the few cards in your deck that could steal games where other cards couldn't and that does have some value that's a finisher yeah see do you want to finisher you know yeah i don't know i don't really know i would go c plus on root manipulation and um see how i don't have it i don't have it i don't either not for a finisher finishers are not high on the priority list you know usually finishing the game there's just a lot of cards that can finish the game in a card that requires you have a bunch of creatures in play is obviously like you've already done a decent amount of work there yeah but it's a powerful card i i like c plus for root manipulation yeah it's the kind of card that you'll put in decks and it's rarely going to perform at c plus level it's going to perform it like b plus level or d plus level that's right there's not that many uh places it can go the other the other good shortcut for cards like this that i like to use is take something that costs the same amount of mana and is it the same rarity so any five mana creature that's in this color pair even if it's a common and really ask yourself you know how much worse would that card be than this and in other situations like ones where you're behind how much better would it be and a lot of times you'll find that just a random five five common or five mana common in the color pair will perform better in most scenarios in root manipulation but in a few cases root manipulation would be like the best card in the set it might be the the the only card that actually matters so that's kind of how i like to break it down in my head okay what do we got next uh lorehold first one up is carol history buff this is red white for a two three legendary vampire cleric this one's uncommon and it says whatever one or more cards leave your graveyard carol becomes prepared and what is his um spell it's called pack a punch it is one red white for a sorcery that says mill a card put two plus one plus one counters on target creature it gains trample until end of turn so two mana two three if one of your if you get to flash something back or have it other for any other reason leave then it becomes prepared then you can cast pack a punch and then maybe you can get the the train rolling with the mill card into another thing and then do stuff it is a two mana two three at base though which is already fine right yeah i mean you you're gonna be always happy to play this card because it's it's again the same sort of thing we're like your lorehold decks are gonna be doing this thing because what else are you doing you know why are you playing lorehold if that's not the case and so you and your opponent are both gonna i think rightfully assume like this is going to be a threatening card and once you cast pack a punch once you feel like you've gotten paid off i would say i think so yeah it is slow it is clunky it does require some some things to go right but they put the floor high enough that you can you can be patient you can say sure i'll just wait um i would go b minus for a coroll history buff it is a little on the clunkier side mana wise um you know this it doesn't have that really clean line of like you know it doesn't have a clean curve like when you're looking at it you're like what am i gonna do with this and it's like well i don't know yet exactly right i'll have it on the battlefield for a while and then we'll see is kind of how it plays out and that's okay i don't think that makes it bad what do you think for a coroll i i said c plus i like i like b minus i think it's close but a two mana two three that has a pretty threatening ability in the game is i think a fine card like i i think you're mostly going to be happy with that card reasonable next up is lorehold charm this is um red white for an instant at uncommon choose one of three options you can have each opponent sacrifice a non-token artifact of their choice wop or you can return target artifact or creature card with mana value two or less from your graveyard to the battlefield nice or you can have creatures you control get plus one plus one and gain trample and tell them to turn that's all your creatures yes looks like the worst charm we've seen so far definitely like way more traditional like none of these things are going to do much in the first four turns of the game so you know five turns of the game six turns the game i don't know like right it's somehow the late game charm out of red white for two mana and and these are all conditional i mean highly conditional like the first one is almost irrelevant it's so conditional yeah the second one is like sure you're getting a two drop at best back for your two mana that this is nothing to jump out of your seat about right you're not even up a card or up mana on the exchange and then the last one can end the game under certain specific circumstances but every other circumstance it doesn't i mean i guess you could even use it defensively if you needed to but i mean that's really the only one that i you know just it's a combat trick right yeah this is more a combat trick than anything else the one the one thing i like the most about it is that it the the second mode does trigger all the lower hold stuff so like you're never cutting this in a lower hold deck you know that's not what's gonna happen in some speed trigger lower hold stuff and you're even money yeah okay you're right that's that's actually pretty good still i assume the lower hold charms on the lower end of i mean definitely worse than the charms that we've seen so far like is it is it even a c i guess that's my first question is lord hold yeah it's a c okay plus one plus one and trample on all your creatures it is a pretty strong ability it is and and the returning a creature back from the graveyard to trigger your stuff and get a little value that seems fine but i don't know what's up with the artifact thing but right you know okay so we'll go see on lower hold charm next is molten note this is um uh white red x for a sorcery at uncommon it says molten note deals damage to target creature equal to the amount of mana spent to cast this spell well that's interesting and then it says untap all creatures you control this is a sorcery by the way so just to be clear that does include the red and the white mana then rather than just the normal right so it's a it's an x spell that two mana deal two three mana deal three etc wow and then you untap all your creatures so i guess that is the idea to like attack and then post combat molten note yes which is very awkward uh and then it also had flashback its flashback cost is six white red so that is how much you've paid for it that cost at that point right yeah so that's just going to deal eight it's just locks in at eight you can't yeah okay yeah i don't the this is a strange card but i don't really care like you could also just erase untap all creatures you control and i don't think i would it would change my evaluation i mean look you're gonna play an x deal x because the again the red white spotted for free so it's two mana deal two three minute deal three all the way up the curve it's amazing flashback eight mana deal eight yeah you're gonna play that card that just kills two creatures i mean that's what that it's a b i mean it's just there's just not much wrong with that two two for one removal that is efficient versus the normal x spell that isn't next is pursue the past yet another red white spell this one's a sorcery at common and it says you gain two life you may discard a card if you do draw wow draw two cards and this one also has flashback for two red white so four mana on flashback hey if you're gonna dirtle like give me some life in there so i can have a cushion yeah and the flashback i mean obviously you know as we know the triggers all your lower hold stuff which is which is pretty cool so yeah i'm i'm i'm like in pursue the past yeah looks like a see this looks like a see yeah like if if you're playing if you're playing the the lower hold deck i just can't really imagine not wanting this card in my deck agreed this is a pure engine card i mean it just stocks up your graveyard with other flashback spells plus itself you i would say though that you probably have to be careful about how many pursue the past you run i mean if you could just discard them to each other then you get the like looter argument going but it is a sorcery speed not doing a whole lot yeah next up is spirit mascots so you thought you liked cards that cost red and white here's another one this one's a two two common spirit ox and it says whatever one or more cards leave your graveyard put a plus one plus one counter on this creature yeah so this is the the you know do the do the the the school's thing and get paid for it sort of deal yep so basically you want to start the game off with your spirit mascot on two and then set up for doing the thing you know the the knock on this archetype is that it's clunky right flashback basically always costs more mana than than it did you know to cast prior and that's when you actually get these triggers not when you fire off the thing at at face value and it was kind of the failure of lower hold in the first version of the set so the question is you know are there enough non-flashback ways to trigger this ability in the set if there are like ones that you know we've seen here where it like oh it just it just removes a card from your graveyard and then your spirit mascot grows this card could be very very strong a really solid common for this deck but if you're waiting around to start flashing back stuff for four five you know we've seen eight mana one that's just a little too slow and a little too little too late I think for the spirit mascot so to me you know maybe it's just the bad taste in my mouth from original trick save in lower hold but you know I'd start off a little on the lower side like a c-minus for the mascot but I would be delighted if if this thing's like a c-plus and you know you can kind of routinely get stuff out of your graveyard without having to pay big flashback costs I think it's probably going to be closer to a c than a c-plus but I think your lower hold decks are typically going to play it okay all right c ish my guess at least for spirit mascot I hope that's true that's the best case uh next is practiced scroll smith this one costs red white and a red white hybrid so three mana total for a three two dwarf cleric at uncommon it's got first strike so three mana three two first strike and when this creature enters exile target non-creature non-land card from your graveyard until the the end of your next turn you may cast that card wow that is awesome gets a card out and gets you some card advantage yeah it and it also does it triggers all your stuff so yeah like you said like it gets a card out so it's like you will play this card sometimes when you don't even intend on casting the spell right now it is non-creature non-land so you're hitting like instant sorceries maybe an artifact you do have to do a little bit of work it's not you know to make sure you have a target it's not for it's not a complete freebie I like b for practice no b plus for practice scroll smith it's a three two first strike three two first strike potential two for one that triggers all your stuff I like b plus for the scroll smith as well uh that's another one of those like hallmark cards where if that one's not good then the then the archetype flopped um next up is borrowed knowledge this is two red white for a sorcery at uncommon and it says choose one you've got two options first you can discard your hand then draw cards equal to the number of cards in target opponent's hand oh that's cool or you can discard your hand then draw cards equal to the number of cards discarded this way huh so this is like full dirtle like this is a four mana sorcery and that's all it does like you get nothing on board but man that is desirable in lower hold right like to just like wouldn't you would be thrilled to just dump your hand stock up your graveyard it's just you have to pay four mana at sorcery speed I think this card's bad I think it's like an F actually like there's no way this card can be good right like no no the problem I have with this card is that you need in order to draw a lot of cards on it you have to cast it pretty quickly and if you cast it pretty quickly you're not getting that much out of it so like you're discarding your hand to draw that many cards like that's not very impressive I don't know this just looks like an F borrowed knowledge looks no good to me right it would be broken but you know this is the desirable effect like you would love to be able to do it if it were cheap if it costs one mana or zero mana or whatever two mana even you might be interested in just ditching your hand and getting those cards back because having cards in graveyard for lower hold is so important but you cannot especially at sorcery speed pay four mana and just be like your move I mean your opponent is going to absolutely run you over so yeah I would just get it yeah yes next up is startled relic sloth oh you don't want to wake this guy up no this is two red white for a four four sloth beast it's uncommon it has both trample and lifelink and at the beginning of combat on your turn exile up to one target card from a graveyard what a cool design you can nab your opponent's stuff but you can also just trigger lower hold on your side yeah really cool and and it even happens right away it's beating a combat so even if they kill it before you get an attack and it's still like pretty nice you know I'm gonna here it is louise you from now on are going to be the startled relic sloth and I'm going to be we haven't got to it yet but I'm going to be the colossus of the blood age how do you okay is that we'll refer to ourselves only in those terms and demand everybody else anyway the startled relic sloth looks pushed across the board to me and it looks like a b plus yeah I totally agree next up is wilt in the heat this is same cost two red white for an instant excuse me at common and it says this spell costs two less to cast if one or more cards left your graveyard this turn again looking for free ways to do this is becoming more and more important we've seen a few already it says wilt in the heat deals five damage to target creature if that creature would die this turn exile it instead so we have a four mana instant that kills most creatures and it can even get cheaper at just two that's nice for a common yeah I mean you're you're you're happy enough casting this for five mana and then sometimes it's gonna cost two mana for four when you're sorry that's all right four mana but when when you're doing your thing it's it's really nice really nice I still you know it's still a one-for-one removal spell it's still four mana baseline to cast that is difficult to make those profitable this one can be because five damage actually does kill things to cost five and six mana but you know your your basic use cases it is going to be break even or less unless you can trigger the thing then if you can I think it becomes you know premium level removal yeah for sure so you know overall I think I would give it a c plus for wilton the heat not assuming that you can just always have it for two mana if you could I would give it a the better this becomes if your deck is just an awesome perfect lower hold deck yes it's like a b yes exactly and now it's me terminate the colossus of the blood loss what do I do I am a form a four white red six six artifact creature oh I'm a construct at uncommon and it says when this creature enters it deals three damage to each opponent and you gain three life and when this creature dies discard any number of cards then draw that many cards plus one yeah yeah this thing's just clowning borrowed knowledge too I mean obviously there are different you know great of card but still like this allows you to you know pitch those last couple of cards and you even get a bonus card out of the deal and by the way it's a six mana six six that helix is them when it eats you bees I mean that's just a lot yeah this this looks awesome I would mind clinicians to give it a b but it could even be a b plus like the gaining three life part is just such a big upside where it's just like you play this even if they kill it you maybe get to do the you know discard some cards and draw a card and you gain three life right we love I mean these are type of cards that are really great at stabilizing I still just like be for classes that the bloody bloody I wouldn't quite give it a b plus but it is very good and very annoyingly I think the startled relic sloth is much better so that's that's right I planted my flag a little too soon um that brings us to the promised land quadric so let's see how good it is please be good first up is cuboid colony this is that one that we mentioned it's uh blue green for a one one flash flying trample it's an insect that uncommon so you got a two mana one one with those abilities but it has the spotlight mechanic for quadrics which is increment and again that's whatever you cast a spell if the amount of mana you spent is greater than the this creature's power or toughness this thing gets a plus one plus one counter so this is only a one one theoretically you cast it on two and then for the next few turns it's picking up plus one plus one counters yeah really easily becomes a two two and a three three and then to make it a four four you have to play a four mana spell it's really not that hard ramp deck yeah this just looks awesome I would give cuboid colony a b like it will be a bad top deck but if you have this in your opening hand it's like a two mana four four flying you know it takes a few turns to get up there but but you get trample that value yeah I love it already cuboid colony b next is growth curve this is green blue for a sorcery it uncommon it says put a plus one plus one counter on target creature you control then double the number of plus one plus one counters on that creature oh man I saw growth and my mind was thinking rampant growth this is the other kind this is make some creature massive what do you think about cards like this louise because this is this is definitely you know verging into that wind more kind of vibe right we're like if you're doing the increment thing and you already have a nice big creature it's often not in your best interest to try to double down on it in this case kind of literally by you know throwing a an uncommon pump spell at it that that just leverages their removal even more that said if you are doing the increment thing I mean this can make one of your creatures just huge at sorcery yeah I was gonna say the only thing better than winning is winning more but yeah I don't think this card's gonna have a great great record when you put it in your deck sorcery speeds rough too yeah yeah I would go d on growth curve I just think that like if you're doing the increment thing you're gonna be generating value and winning the game and and this isn't the way yeah I agree I agree I don't think it's it's the card you want this is the best card name I've ever seen in my entire life there are fractals pretty good terra fractal that is so good oh my god that's good uh it is green blue x for a one zero well that's not good it's a dinosaur fractal at common it has flying but it says this creature enters with x plus one plus one counters on it and when this creature enters you gain two life so what is it if I do two it's a three two flying for four if you spend two if you spend four mana yeah you get a you get a three two flying game two which is fine but yeah it's not like amazing um is this kind of meant to be playable at that range but then since this deck can produce three flying game two is not that bad not that bad right so so like that so let's say the one mana for x two mana for x you're like sure but this deck can make a ton of mana right I mean it has some ramp elements to it so this is like late in the game you're like sure I'll just spend seven mana on my terra fractal and and it's it's huge is that kind of the the idea it seems to me like one of the things that's cool about this card is like you would have imagined this was going to be an uncommon in a lot of the cases right but at this point it's a common which is pretty cool I think this is a c plus common the the fact that it's a three a good three mana play a good four mana play and then you know gets bigger and better from there on that works pretty nicely for me you can play it for two right just gain the two yeah I if you're if you're desperate yes you can next up is quadricks charm this is blue green for an instant choose one of three options it is uncommon counter target spell unless this controller pays two oof destroy target enchantment or target creature has base power and toughness five five until end of turn turn cool that's good the first one is a flexible counter spell a quench with a bunch of upside yeah that's that's how I see it quench with upside yeah and I think that that's totally fine really fits well in this deck you know one thing of note right is that if you make your creature a five five any of the plus and plus one counters on it just make it bigger than that and that is kind of one of the core things for this so you know you could attack with a creature that looks pretty big and make it absolutely massive at instant speed here destroy target enchantment is is the least you know powerful but you know when it's good it's great so I like quadricks charm I your framing to me is exactly how I see it it's quench with upside and that's pretty good um be mine I'll give it a be I'll probably just give it a be I think this card's gonna play out pretty nicely yeah be for quander's charm next is paradox surveyor this is blue green and a blue green hybrid so three mana for a three three elf drew it in uncommon it's got reach and when this creature enters look at the top five cards of your library you may reveal a land card or a card with x in its mana cost from among them and put it into your hand put the rest on the bottom of your library in a random order that's great you know for five mana you're gonna hit or excuse me for five cards you're gonna hit a land like the vast majority of times oh yeah and then you know that's pretty cool that they give you a little bit of a late game nod there with the x spell because you're probably not gonna have that many cards with x spells in your deck more in this archetype than others but still not that many total but it gives you the chance if you end up you know ripping your paradox surveyor you know on turn eight of hitting even a common to yeah so that's cool they're making they're making it a little bit more likely but yes I think it's pretty cool that I think you could end up with a deck that has like three or four x spells exactly too much too much trouble and you have a decent chance and mostly gets a land and then sometimes picks up a card that at that point in the game you probably are interested in seeing be yeah I like be for this I mean three three like pretty much all the high pretty much all the hybrid stuff is gonna end up being about that as my guess proctor's gaze is next this is two green blue for an instant at uncommon and it says return up to one target non land permanent to its owner's hand search your library for a basic land card put it onto the battlefield tapped then shuffle so you get to ramp and growth plus bounce at instant speed yeah I'm in for this I love it I absolutely love it yeah this I mean yeah any card that says put a land into play or get a land you're just like always like oh yeah I'm in that sounds great total I mean that is true I'm a sucker for that but this is you know because the downside right of playing cars like ramping growth is that you leave yourself a bit vulnerable during that time period right where you're not really affecting the board this shores out up I mean this just says well I'm a little behind on board but now or even because I bounce your thing but I get my land and you can even do this at instant speed where you know you can use it to blank a combat or even better you can bounce it on end step and really set them back time wise and then untapped and do something big I like b-minus for proctor's gaze I may be a little high on that but that that's where I'm gonna go what are you gonna say I would give it a c plus I think you are maybe a little hot there uh tam observant sequencer is next this is too blue green for a 4 3 legendary gorgon wizard it uncommon and this one actually has landfall whenever a land you control enters tam becomes prepared tam spell is deep site it is blue green for a sorcery that says you draw a card and gain a life you like this card too my god these cards are just like like I actually don't want to play the set just in case quadrix is bad because I'll be so disappointed because this is this is like the dirtliest like this is exactly what I want to be doing like landfall deep site keep the engine rolling but they don't make it too easy right like you still have to pay and no you're gonna get down to like eight life but then you have lots of lands and cards and then then things will go start going well I want that tension um so four mana four three and as you mentioned before a lot of times you want to play these things off curve right like so much better if you can immediately do it I guess though the problem is you can't deep site that same turn either so you're just going to play this on four because you're not going to wait till six right no I think you're I think well it's less yeah it's less necessary waiting till six and deciding like because four and six are the two break points played on five doesn't really get you that much doesn't do much yeah I think that most of the time you're going to want to run it out on four but it depends what that what's in their deck you'll know a little bit more at that point right um can I just go be on tam observant sequencer or is it even a little better you could go be I I think you're probably it's probably closer to a b-minus just because it's kind of expensive and you do have to up on top with it right but thank you but it's certainly something that could work out next is embrace the paradox that is three blue green for an instant at common draw three cards you may put a land card from your hand onto the battlefield tapped I I Luis I'm just I'm so all in for quandary Marcellus wants to draft quandary it's right now like right now I mean we talked about this type of card what an episode or two ago I love this type of card the one that gets you cards plus ramp and keeps that tension high because you're spending five mana to not do a whole lot but then you get to untap and do a whole lot uh I love cards like this um what word do you want to be at on a grade four though this is five mana and nothing happens to the board of consequence the turn that you cast it that is a very steep cost like you cannot you know afford to play two of these in most games and still have a chance of winning one probably but you know it makes it a little less I think it's probably about a c plus level card but you're you're right that they don't really get better in multiples like you don't need a second one most of the times you might want to because you want to draw your first one but you don't really need to cast a second embrace the paradox you've already ramped and drawn a bunch of cards like what else are you waiting for right yeah I mean my gut says it's probably like a c I mean this is a in modern era limited really really steep cost to pay but I mean I'll draft it at a b level who are we kidding next up is fractal tender this is our other preview card this is the three blue green three three elf wizard it uncommon it's got ward two it has increment and it says at the beginning of each end step if you put a counter on this creature this turn then you get a zero zero green and blue fractal creature token and put three plus one plus one counters on it you know the thing that's interesting about it is it has increments so it has the ability to pick up these counters anyway but if there's any other way to put a counter on it you also would still get the the three three so yeah it only cares if you do it once so it's not you're not getting like tons and tons of value in that sense like putting three counters on it doesn't make three fractals or whatever but it's still obviously just you know an awesome card it is and I mean it does trigger on each end step like if you have some type of counter engine going you could play it put one on it get a thing go to there turn put one on it you know I don't I don't know if that exists but I mean this card is clearly dangerous it's very threatening to the opponent it has ward two to protect itself the ceiling is extremely high on fractal tender the question is do you actually get to untap or have that thing like I just described often enough to make it worth it that that's the question mark to me and I'm not sure I you know it is a five mana three three like you are paying a cost to get this engine rolling for sure ward helps I mean at the stage of the game where you play this if you play this turn five pass they can probably kill it and pay for the ward but if they don't you probably just win because yeah they couldn't kill this and then next turn you're getting a free three three plus this is getting bigger and it's just like things keep going from there so right I think fractal tender looks like a b-minus to me yeah so there is one thing to note is there is a kind of a dive down a blue give a creature a plus oh plus three and hex proof card and that card is a really nice combo you play this on turn six and you can kind of protect things up yeah because I mean the games where fractal tender survives and you're doing the thing it'll be an a I mean it just will straight up take over the entire game but yeah in the meantime you spend five mana and have it killed less good um b b minus b plus depending on you know your build and and who you're playing against or what deck you're playing against for fractal tender last quadrics card is fractal mascot this is four blue green for a six six fractal elk look at that look at elmer oh man he's all shiny uh it's a common trampler by the way so six man is six six trampled and it says when this creature enters tap target creature an opponent controls and put a stun counter on it how does that compare for you versus like gaining some life you know we look at these big six mana kind of common ramp payoffs as you know we one thing we really value is gaining life or maybe creating a one one token something that help you survive to the next turn this certainly does that yeah I think that I think the fractal mascot is what it's comparable to the gain four thing but a little better when you're being aggressive or a lot better and sometimes it'll be like will this tap down a four four some it's often going to tap down something slightly smaller so maybe it's maybe it would be better if it was a if it was gained four but I think it's pretty close so and and that's balanced by the fact that it is also better when when you're being aggressive so that that's pretty important too yeah and then it is it is important to note the trample on on fractal mascot because a six six tramples big yeah it's just it will often be the biggest creature on the battlefield and if you've ramped it out a turn early dude that's a big swing right like if you take any of these spells that have that ramp component that we mentioned and you play them before this and run this thing out on turn five it is almost guaranteed to be the biggest creature and lockdown their best creature for you know a turn cycle as well that is a valuable ramp target and the fact that the first place that our minds went is could I gain life how can I how can I use this as a way to stabilize if I've gone embrace the paradox and I took a big hit fractal mascot helps me stabilize the board pretty quickly so it's checking both boxes I can't really ask for more than that yeah I agree see I mean it's I'm not gonna jump out of my chair but yeah oh my god Louise this quadrics looks so sweet okay we are now going to go to blue it'll be funny there's not that many cards left so many gold yeah we front loaded it on yeah doing all the multicolor but but really honestly this is one of the upsides to a five archetype build is that you do feel like you have a much better understanding of what they do before you go in and I like that for newer players who are listening who are like okay I got my feet under me I know what each archetype is doing with 10 it can be a little daunting okay our first blue card up is chase inspiration it's blue for an instant at common and it says target creature you control gets plus 0 plus 3 and gains hex proof and talent of turn so that's the one you were just mentioning in the lease yeah and if you know if you've got good creatures to protect this card's awesome one man to save a creature like this card always works pretty well I would give it a C I agree these over perform it's just one man and it's hex proof and plus 0 plus 3 there's not much that's killing your creature when that that's what's happening exactly next up is divergent equation it is blue xx for an instant at uncommon and it says return up to x target instant and or sorcery cards from your graveyard to your hand and then you exile this so it's three mana to get one back five mana to get two back at instant speed it can like play play to opus and increment and that's one thing is that you know opus and increment overlap pretty heavily and like what they're looking for I think one of these is like a finisher doesn't sound crazy to me but I do think it's a it's the sort of thing that is not a card I'm gonna heavily prioritize at all yeah I agree one at most very situational so it's like a D or a build around C whatever you want to call it like imagine you know you're a control deck where you get to spend a bunch of time casting removal spell removal spell removal spell and you cast this for seven mana that seems like you would you'd probably be pretty happy with how that all played out next up is fractal anomaly this is blue for an incident on common it says create a zero zero green and blue fractal creature token and put x plus and plus one counters on it where x is the number of cards you've drawn this turn so this is a payoff for you know being good at drawing cards I mean casting a draw three then playing this because it counts the card in your turn for your draw steps so casting a draw three and then casting this is a one mana four four sounds pretty good it's a good way to make up on tempo for you know when you when you do want to cast your card draw spell yeah I think the hard part is is that the baseline use case of casting it on your turn with just you know as a one one is you know below the bar for sure so then but then it kind of jumps right like now you kind of want to get to a three three or four four out of the deal for the one mana being an instant means you really want to do it on your opponent's turn you know that I don't know it's it's starting to be like I'm having to craft a scenario that's probably not that realistic to make fractal anomaly really good but it is really good in that scenario yeah I mean how often like you do have to buy out of it just being a one one like yeah which obviously that's not good but it means it's not a dead card like the fact that it's always going to do something is pretty nice and one thing that there's a bummer is embrace the paradox the draw three puts the land into play tapped so you don't you don't get to go turn turn five play this play land play fractal totally because that would have been I mean that probably still will happen just you have to do it later I'm interested in fractal anomaly I'm interested I'm not I'm skeptical but interested I guess is what I would say yeah I would probably give it like a d but in some decks it's going to be closer to a b if it's reliably like this is a card I I want to be clear that I think the card has a lot of potential because this isn't like oh let's look back on the server view what card do we miss on we didn't miss that this card could be really good I just think we're going to have to see a little bit more about what those decks look like in order to see how often how often this makes up for the fact that you you spent a bunch of time drawing cards right and I'm with you by the way I would start it off at D like this is a difficult card to make great next is fractalize this is blue x for an incident uncommon and it says until end of turn target creature becomes a green and blue fractal with base power and toughness each equal to x plus one so this is a combat trick well it's an interesting one because for one mana you can make their creature into a one one base oh because but for like five mana you can make your creature into a four four base and if you have a fractal that has a bunch of counters on it this is plus one plus one or more depending on how much you pump into it like imagine you have a three counter like a three three fractal if you spend three mana on this now it's a five five interesting hmm yeah I think I think that's pretty strong that is very flexible when you factor in the fact that you could shrink down your opponent's creature so I mean that's to do that you're gonna cast it most of the time you would just play pay blue and their thing becomes a one one base that's right yeah that's pretty good and against most most decks that's going to be a one one like exactly don't cast this on the fractals in the mirrors as well as I'm saying right yeah no I like that that's really cool I mean it's a kind of a mid pump spell but if you factor in instant speed shrieking down a blocker that's a complete game changer for a card like this I like it I would give this like a c plus or maybe even a b minus like if it's just a removal spell a decent chunk of the time yeah I like I like c plus I think but I think it definitely has some some some good stuff going on next up is procrastinate this is a timely one for tax season I'm interested to see what you think about this card okay it's blue x for a sorcery at common and it says tap target creature put twice x stun counters on it wow so the question becomes can we just call this a removal spell or at what point can we just call this removal right yeah and I think imagine you spend three mana there are things four stun counters you spend four mana there are things like six stun counters like I was kind of set to look at this card and think like uh no this this just doesn't seem like amazing it's just an expensive stun but it's like no it's kind of just a removal spell that's so many stun counters yeah you can get to the point where like they're they're they're coming back you know it's it's done so I kind of like see on procrastinate I think it's actually just I think you're right it just feels like it's just gonna meaningfully lock down anything you these are counters right you could put this on your on your guy on our preview card get the three three fractal out of the deal yeah yeah yeah if you if you if you wanted to you could uh banishing betrayal is next it's one in a blue for an incident common return target non-land permanent to its owner's hand surveil one sure yeah this this one looks there because there's there's three pseudo removal spells in blue not even counting essence state or essence scatter so there's procrastinate there's banishing betrayal and then there's another one of the put a card on top run behind put a card on top or bottom and I think the balance banishing betrayal is likely the worst one yeah bounce survey one is fine but it's just not something I'm like that excited about you know right I agree this looks like a c-minus or something yeah so you'll complain if you need to but it's just not a card I'm really gonna spend a lot of early picks on next card has been really performing well especially in modern era limited its essence scatter one in a blue instant common counter target creature spell I mean creatures are the most important thing in limited and having an efficient answer for them when creatures are effectively always relevant is it's good I mean it's two mana it's a lot of the time you end up ahead on the exchange I think essence scatter is a pretty good chance of just being the best blue common I would give it probably a b-minus one thing to note is that this is a spell heavy format in terms of themes in terms of people spending five or six mana on spells like instance and sorceries in order to do stuff so there are going to be times an essence scatter really doesn't do the trick for you that's true that's true some some matchups a little better than others but yeah it's still just c plus b minus range like the efficiency is just so hard to to ignore yeah next is flow state this is one in a blue for a sorcery at uncommon it says look at the top three cards of your library put one of them into your hand and the rest on the bottom of your library in any order if there's an instant card and a sorcery card in your graveyard instead put two of them into your hand and the rest on the bottom of your library in any order sweet yes it starts at sorcery speed anticipate and then if you have an instant of sorcery elvenson you get to keep two of the three turns into a little expressive iteration of sorts i don't mind it i like that yeah that's a that's a very that's a sweet little card draw spell good at any point in the game i guess i would give it a b minus i mean assuming you can get an instant in a sorcery and i mean in a if the game if it's turned six or seven and you have that and you top deck flow state like you are in business right you're getting two of the best top three cards of your library i mean that's nuts yeah i mean i i think i think b minus is right for flow state the main thing i would caution people on is just cast this card on turn two like you get your land rob do you don't need to save it to try to get an additional card if it's gonna cost you so i think people are maybe a little bit more prone to do that than then you might want but yeah it's a good card like i'm all happy to play this card yeah next up is hydro channeler this is one in a blue for a one three merfolk wizard at common it taps to add blue but you can only spend the mana to cast an instant or sorcery spell it also has another activated ability one tap it add one mana of any color spend this mana only to cast an instant or sorcery spell yeah i'm really curious about this card because this is another one that looks like it could be quite good definitely i'm not sure uh i'm not sure how it's going to end up playing out yeah it just feels like with stuff having like flashback or x spells and all that stuff that a hydro channeler is going to be put to good use and you know you're getting a one three for two mana so at least it's an okay blocker not a good blocker but you know the extra point of toughness is appreciated there i'd give it a c for hydro channeler i i think it's gonna i think you're probably going to want to play cards like this in the next that have a bunch of that stuff next is landscape painter this is one in a blue for a two one merfolk wizard at common and it enters prepared its spell is called vibrant idea it's foreign a blue for a sorcery that says draw two cards i mean two mana two one and and you later in the game you just spend five mana to draw two cards sounds pretty good it's okay i uh i think that the again the main the main thing to keep in mind with this is just just trade it off really you don't need to be trying to save this right to get your two cards like i i don't think you you should spend you should you should not pay big costs to do that yeah these are both mediocre cards and so this thing you know you're really kind of trying to leverage this the sum of its parts right you're trying to say well you're gonna get something out of both of these sides on average to make it really good but i agree with you if you are presented with a situation where you're gonna try to be greedy and go for your vibrant idea i would not do that yeah uh next is muse seeker this is one in a blue for a one two elf wizard at uncommon it has opus draw a card then if it's big opus you can cast then discard a card and less five or more man it was spent to cast that spell so it's so it's a looter it's a looter when you play spells except if you opus the spell then it's no longer a looter it just it just straight up draws i like that that instant or sorcery yeah that's sweet i i mean you know the the big question mark for many of these is you know how many instance and sorceries are we actually running in a good version of these decks right because i think we're thinking like a whole lot of them but you know unless there's a bunch that make creatures that was kind of the key like for example in the first set where there was multiple spells that triggered and cared about things that trigger instance and sorceries but the effect of them was to make like a token creature or something like that so you could still build out a board and that that usually ends up being the difference because if all of them are card draw and you know manipulating other cards and maybe some removal in there or whatever there's there is a limit on how many of those you can play and still have a functional deck i would assume that muse seeker is going to be very good like i would i'm i would be very aggressive about playing my muse seekers and taking them and stuff until proven otherwise muse seeker looks awesome like i think that i think that you're gonna just be happy to play this card you're gonna your opponent's gonna assume that it's gonna do good things and by virtue of being a looter it's gonna find you more spells so right i don't think you're i don't think you're gonna miss out there i would go be on muse seeker yeah i like b for that it just looks like a really nice one next is tester of the tangential this is one on a blue for a one one gin wizard it uncommon it has increment and it says at the beginning of combat on your turn you may pay x when you do move x plus one plus one counters from this creature onto another creature i mean it's that's definitely annoying for the opponent you just play this thing on turn two and then all you have to do is just cast your spells as normal and then i like that you know the ability to move the counters off at some point is kind of cool um downsides to this card well it is very fragile it's a two-man a one one so they could just kill it and the other one of course is that you know on turn two you're happy if you draw it later you're you're quite a bit less happy i would say i mean this really just asks the question is it two-man a one on increment card good yes because if the answer is yes which i believe it is then this card's totally fine and the fact that it can start off loading the counters i mean that's just nice where do you want to go for it like is it a c is it a c plus i mean i i wouldn't put this into probably c plus i don't think it's quite b range but i don't it's honestly not that far like when you play this on turn two it's just going to be a three three and two turns really easily yeah like it's not that's not going to be challenging and then and then once it is like you're just like gonna be able to start moving counters around because you know this is going to be one of your more valuable cards which shrinks this and lets it uh do you know do its thing again i think it is going to work out pretty nicely yeah and i think it has that um quality that you mentioned too which is that if you play it on turn two your opponent's gonna want to kill it like they're not going to want to just be like yeah let's just let this game go yeah and then yeah it's a two drop that has a lot of value over the course of the game i like that next up is um deluge virtuoso this is two and a blue for a two two human wizard at common it says when this creature enters tap target creature an opponent controls and put a stun counter on it and then it has opus this creature gets plus one plus one until end of turn if five or more mana was spent then this creature gets plus two plus two instead until yeah so it's a it's a frost links that uh has kind of prowess double prowess on your expensive cards i mean it's weird because we've had a couple of these frost link style cards that have flopped when i see these i'm like this has to be good right but now i don't know yeah it i think so frost links used to be quite good it's fallen a bit from there like i i i don't think i i no longer i'm like oh frost links that's gonna be awesome you know like i just don't i just don't think that that's generally the case anymore but how how much extra stuff do we need on our common frost links before we know we think it's good it's like is it is like are you not entertained is this not good enough no kidding i mean if this card sucks it's just another like a power creep or whatever but certainly it's it's a c at the minimum the question is is it a c plus i think it's probably like a c it's probably a c again this also goes back to that question for prismarie about are we temporarily buffing our stuff and beating down or are we getting value and this is a common that points us to that first approach next up is encouraging aviator this is two in a blue for a two three flying bird wizard at uncommon and it says whenever this creature attacks it becomes prepared and its spell is jump which is a blue instant um this historic creature gains flying until end of turn and that's from like alpha or something yeah yeah uh yeah this this card's sweet super cool that they're putting real cards on there too oh that goes so so far for me like in terms of like making me interested in in what these things are doing very it it's it's really big like uh i just think it's very very cool good card yeah the fact that it can just continue to like recharge itself and continue to kind of make that make the whole thing go it's kind of like a three man a two three flyer that just makes one of your other creatures flying every turn if you want it to right and and it does it that turn right like i can attack with both get prepared instantly cast jump before blocks and my other thing gets through yeah yeah it lets you do the thing i don't have yeah it does what i want it to do i guess is what i'm saying exactly um i it also gives you a set a steady stream of spells which i think yeah this is quite is quite is quite valuable as well that's a great yeah just every turn cast something who cares if it's even relevant i go be on encouraging aviator that seems good yeah i i like be i think it's just going to be a very strong card it's you know the how annoying am i when they play this is is definitely uh definitely and it's is annoying next is matter bending mage this is two in a blue for a two two human wizard at uncommon it says when this creature enters return up to one other target creature yes to its owner's hand here we are here we are whenever you cast a spell with x in its mana cost this creature can't be blocked this turn that's funny this is like i mean at the point of whenever you cast a spell with x this is like maybe the marshallist card ever like this is like we are so but now the last part falls a little bit because it's like okay it becomes unblockable who cares but holy smokes straight up awesome mana war that even has a little bit upside is this like bending bending or i i i don't think that they're they would say that they are using the avatar ip no okay okay so different it's possible that they are i mean you could blood bend why can't you matter bend you know um i would go b for matter bending mage yeah i like me i don't think it gets kids b plus level but look three mana two two bounce a creature that is still very good it's still good we're not we're not to the point we're calling that one bad no and uh the fact that it sometimes is just randomly unblockable sure that's not bad yeah mana war is still good uh next up oh man look at this louise the one two punch they went mana war into divination for us here but it's even better it's quick study two in a blue instant draw two cards at common from uh what was this from i can't remember but at any rate instant speed draw two yeah instant speed draw two for three mana probably like a c- but you know right we'll just give it a say we can give it a see you see there's spells matter all over the place in this set so and it was from wildsville drain by the way uh next up is textbook tabulator this is two in a blue for a zero three frog wizard at common it has increment and whenever you see a zero with increment that's that you know you know you're getting counters and when it says when when this creature enters surveil two increment's nice but you know what are your goals for this becoming a two five which it will i mean a two five is a pretty good blocker i think that that's that's a reasonable thing to to consider but yeah i don't really know what uh what exactly you're hoping for i mean i think this is the pieces here work together nicely it's good stats it's going to increment really easily on the first two spells at least and surveil two gives you like a little bit of card selection it's a real two is powerful i would give textbook tabulator a d however like i given the power level of the cards that we've seen so far this is not on that same level even of the no i think you're right about that that that is true next up is brush off this is two blue blue for an instant uncommon and it says this spell costs one in a blue less to cast if it targets an instant or sorcery spell so it goes from two blue blue to just one on blue and it says counter target spell so four mana counter a spell two mana counter an instant or sorcery spell that is nice yeah it is and this is this is definitely like the set for it there's no doubt about that yeah but i also think like uh it it just really comes down for me how badly do you want a counter spell in your deck yeah and four mana counter spell no i i not badly at all yeah that's so like yeah sure sometimes it's a two-minute counter spell a negate you don't really feel like you really won when you negate no you don't so i i think that yeah i think that it's it's it's okay but it's more of a sideboard card like this looks like a sideboard you know c plus main deck like c c minus something like that really what it's going to come down to is does your deck have a bunch of expensive instants which counters get better to more expensive instants you have and you know some decks can can make good use of this but if most decks are just going to look at this and be like i don't really need to play this card right not not not very efficient overall next is campus composer this is three in a blue for a three four merfolk bard at uncommon it has ward two and it says this creature enters prepared its spell is called aqueous or aqueous aria it is four in a blue for a sorcery and it says oh that's pretty good create a three three blue and red elemental creature token with flying i mean this card seems awesome beautiful curve right yeah gives you the perfect curve it just like it just like does all the things you want it to do and it does it at a pretty good rate really good yeah i like man it might even be a b plus yeah i mean your opponent plays this on turn four four toughness ward two it's probably not gonna kill it and then next next turn you just play a three three flyer they're up a three four plus a three three for one card and they got to cast a five mana sorcery which might be relevant yeah dude and it's a good blocker yeah yeah that's really nice i like b plus for campus composer that's that's kind of a classic two for one all upside and like you said a four toughness ward two that is very you need at least uncommon level removal to kill that and even then you might not be able to next up is run behind this is three in a blue for an instant at sorcery at sorcery at common it says this spell costs one less to cast if it targets an attacking creature and it does what you think it does target creatures owner puts it on the choice of the top or bottom of their library yeah i mean that this is obviously gonna be fine like it's there's just there's no no no real way that this isn't good is it gonna be the best removal spell i think essence scatter probably is a little better but you know run behind is pretty good like it's probably c plus i would say c plus level these all play at about c plus level in my experience all right but that's fair enough c plus for a run behind next up is spell book seeker this is three in a blue for a three three flying bird wizard at common and it says this creature enters prepared and its spell is careful study blue for a sorcery draw two cards then discard two cards don't get it twisted you're not getting up on you're not going up on cards but it's still pretty good though like i think that uh i think that it's gonna end up being a card worth playing just because it's a free spell plus a four four man a three three flyer with decent upside we're still not so far away that that's not approachable but i mean we have seen a high power level set so far so that is that is worth keeping in mind yeah and when you're getting your careful study for free it's like that's a valuable card selection maybe some graveyard stocking i mean lorehold wants this effect more than anything but what do you think see for spell book seeker i think it's maybe even c minus like yeah it's crazy i know i know how much power creep seems to have happened but i mean that people's clearly like powerful limited effects or limited formats so i guess there's a reason for that you know yeah i mean we're both excited about this set so muses encouragement is next this is four in a blue for an instant at common it says create a three three blue and red elemental creature token with flying and surveil two for your five mana instant i think this card is great this this one looks really good to me because it's a five mana instant that triggers all your stuff that you care about and you can just pass the turn leave it up in a three three flying that also surveils two is pretty nice it even has like the little bit of a ambush potential like this this this i think is the real deal muses encouragement looks i mean it's a c i'm not i'm not saying this is a b level card i'm just saying this looks like a rock solid common agree this is a great place to put five mana you're gonna see a ton of that card get cast i think next is orisa tide choreographer this is four in a blue for a two two legendary merfolk bard at uncommon and it says this spell costs three less to cast if creatures you control have total toughness 10 or greater and here's the key when orisa enters draw two cards so five mana to draw two or if it's late game and some kind of board got stalled out you are looking at a two mana to draw two at that point which is relevant that gives you a lot of wiggle room to to actually cast one of those spells yeah i mean it's it's a mold drifter that later in the game is gonna be cast for two mana which that's a point in the game where mold drifter is also pretty exciting so sounds pretty great to me yeah this card looks amazing i mean maybe amazing it's a little strong right up my alley right up our alley it looks good but i think i think that you're gonna be happy to play this card i think so too i'd go b minus on orisa i mean is this a type of card that you could bounce and do it again or like get some kind of card advantage engine going off of i mean why not it even costs two mana at a point in the game where you're out you're where you're getting up to that sort of thing right i'd go b minus for orisa though it is still five mana mostly yeah i like b minus i i don't i don't think you need to you need to go uh straight up b but it's a good card you're not you're gonna take a lot of the time it's us being very responsible because we both yeah that's us being respectful and responsible yes uh last blue card is homesickness this is four blue blue for an instant at uncommon it says target player draws two cards tap up to two target creatures put a stun counter on each of them i you know i i can never there's been multiple printings of cards like this where you're kind of meant to wait till their combat step then lock down a couple other things and get some cards and when you do pull them off they are powerful right like it's hard for your opponent to kill you if you're resolving this and then the two cards go a long way at that point in the game but the cost of it you know needing to get to six mana in the first place does seem very real to me like there was a there was a similar card in um two sets ago right in in laurawin yeah the the the merfolk one there was the well yeah there was the merfolk one there's the there's the rhyme frost which is the vivid one that's that's the one i'm thinking of yeah what do you think homesickness um i think i think i would play it most of the time you're getting such a nice little little boost when it comes to um expensive spells because of opus and increment like you are just getting that extra value you know yeah that's true you like you may be like if it's a tiebreaker or a close call you're actually like a little happier to run one i agree i would give homesickness a C yeah i would give it a C as well i think that i think that's right all right let's move on to black our first black card is called brog bane maker it is black for a one one death touch frog warlock at common and it has activated ability one in a black this creature gets plus one plus one until end of turn i don't know man i mean i'm always down for a one man and one one death touch like they tend to perform quite well and this one has a little bit of upside on it i like i'm not really sure where it fits exactly but maybe i don't need to care about that if it's just good enough on its own like a relevant one drop is already kind of a desirable thing my guess is that it's going to be pretty good like i don't know exactly how good of course but i think that the the bane maker looks looks solid i i don't really know how you can turn down a one man a death touch i know i know and and again you know any card that costs one mana and is relevant to the game is is powerful we've seen how good it is if you can start off your game by casting a one drop the one thing that tends to push is over the top as well as if there is a bite card you know like a green bite spell then having cheap death touches around goes a long way as well i would start off with a c- minus for brog bane maker it doesn't seem to really fit super well into anything but power level wise it's there so a c- minus for me for brog bane maker what do you think it's just a c i think it's a little better okay yeah i mean i just think like it's gonna it's gonna play out pretty pretty nicely well i'm gonna tell you exactly what's gonna happen to your brog bane maker it's true it's true dissection practice even right there is is black for an instant and uncommon and it says target opponent loses one life and you gain one life up to one target creature gets plus one plus one until end of turn and up to one target creature gets minus one minus one until end of turn that's a lot for one mana yeah i mean the they put it on common for a reason and i think that this looks great in the rep rt decks by the way but also the the game life so it's like a cross deck synergy where it's like good with the infusion good with rep rt yeah just pretty solid combat trick overall minus one minus one plus one plus one for one mana is typically not that far from where you'd want to be yeah it makes combat really really tough especially in the first few turns of the game you can basically always use that to win combat i would give it a c plus for dissection practice looks very playable to me maybe not jump out of your chair for it but worth the inclusion in your deck yeah i i think c plus is about right it's not quite b level but it's gonna play out really nicely in my in my experience lecturing scorn mages next it's black for a one one human warlock it uncommon it has rip arte whenever you cast an instant or sorcery spell that targets a creature put a plus and plus one counter on this thing yeah i mean i i mentioned it before yeah it's just you you know where do you want to start and i think that if you're playing that deck given you know that we've seen that silver quill looks aggressive and is very good at targeting its own stuff i mean lecturing scorn mage is probably very scary to see turn one yeah it's not seem hard to to make this into a three three pretty quickly and in silver quill you want to be turning stuff sideways i mean i'm assuming that you're not running this in black green very much right um it will depend on the contents of your deck but yeah i think that that's usually true this is probably gonna fall to the black white player the most i would give it a b in that context i guess what i'm saying is i want to give it a build around grade where if you're in silver quill i think it's a b i think if you're outside of that it's probably uh you know a lot less good yeah uh next is i would say that you're you're not that likely to play it outside of exactly silver quill because i think the wither boom decks are gonna have other constraints on there on their mana exactly next up is masterful flourish this is black for an instant at common target creature u control gets plus one plus zero and gains indestructible in talent of turn well i didn't get my gives it death touch but you know maybe this will upgrade your your pest tokens to be able to to kill something probably not i think i'm i think i'm kind of not interested in masterful flourish this looks good in silver quill and pretty much unplayable in whether it will be my gas masterful flourish looks like a c minus for silver quill maybe a c like if you're really if you're really doing the thing but yeah not not something that i think you're gonna be that excited about yeah overall i guess it was it's probably like a d but silver quill it's maybe a c minus or something uh next up is end of the hunt this is one in a black for a source rate on common it says target opponent exiles a creature or planes walker they control with the greatest mana value among creatures and planes walkers they control these two really well the correlation between mana value and thing you want to kill is very close like those circles almost always overlap on the venn diagram of those there are times when it doesn't but you'd be surprised how often magic gets distilled down to just well how much did you pay for that okay kill that then yeah i this is less of less an edict like a classic like oh yeah this this uh you know this thing kills the their worst creature and more just a removal spell like right i would i would i would judge this as a just a good removal spell i would too i would put it at b for example i really like cards like this they way over perform relative like if you have them in the edict framework get get out of that immediately yeah i mean it clearly sometimes you're not going to get the thing uh that you want to get most of the time you will and most of the time even if it's not literally like oh man i want to kill their other five drop but you killed a five drop you're pretty pretty happy you think it's too mana and it scales they can have a 10 drop and you could kill it you know it's like yeah so i go b on end of the hunt what do you think yeah i like b this is just gonna just it's gonna do what you want most of the time next up is last gasp this is one in a black for an instant common turn creature gets minus three minus three in talent of turn yep that would be old card that would be the best black common yeah for sure i'm not for sure but definitely on the list uh you know depending but um i would say b minus for last gasp we talk a lot about uh if removal spells can trade up mana wise and last gasp can yeah it's just really efficient really good there's no deck that doesn't want it you know yep just should be take it and be happy about it next up is leech collector one in a black for a two two human warlock at uncommon and it says whenever you gain life for the first time each turn this creature becomes prepared and uh this creature's spell is bloodletting which is black for a sorcery that says each opponent loses two life so it doesn't chain it doesn't like you know this isn't a drain where you're like all right i'm gonna play this and start using it but it is um it is i think a pretty strong threat when you have this in play and you know your opponent's gonna be they'll be pretty unhappy with most of the game actions you take will end up being bad for them you're gonna be able to gain life pretty easily you're gonna be able to start draining them out like i like b for leech collector i mean it's a two mana card right like it's a two mana card that in the late game is like it's a problem you know they did limit it luckily to to just one per turn but you could still get this going like every single turn i would say yeah there's definitely a chance and and that two is going to add up pretty quickly too uh next up is melancholic poet this is one in a black for a two two elf bard it's common and it has ripart a uh whenever you cast an instant or sorcery spell that targets a creature each opponent loses one life and you gain one life yeah solid solid card looks like a c you just play it in your silver quill decks and probably not in your wither bloom decks is my guess it's just gonna be annoying yeah this silver quill deck looks really annoying next up is rabbit attack this is one in a black for an instant at uncommon it says in telepter any number of target creatures you control each get plus one plus zero and gain when this creature dies draw a card well i guess there's what i was asking for kind of i mean any number of target creatures you control this that's pretty nice that is nice especially with pests and stuff like you just send them in they get blocked then you do this and draw a bunch of cards i mean if you can make this into a draw two like especially when if mate might allow a trade up when you normally wouldn't have been able to trade up like i'm pretty happy about that i like c plus for rabbit attack you have to have a lot of creatures in your deck but you should probably in wither bloom and silver quill both you know end up there a lot of the time and you can use it defensively yeah that's gonna be able to get something out of rabbit attack i feel like it's not gonna be hard to end up in a spot where this this this really pays you off next up is send in the pest send in the pest this is one in a black for a sorcery at common and it says each opponent discards a card you create a one one black and green pest token that says whenever this token attacks you gain one life hmm it's a ravenous rat ravenous pest a ravenous pest yeah i love these cards i mean i i i think i maybe overvalue these there's been a couple of sets of late where they've been really good but i tend to kind of start off high on them and then go from there um so i think i really like send in the pest like you're getting a two for one ish i i i i just think i want to just stack i mean maybe is it worse because of like the decks that want stuff in the graveyard or whatever like are you not not enough they discard a flashback spell i don't think this is a c plus like this card is just gonna be really obnoxious to play against okay cc plus for sending the pest next is adventurous eater uh oh here's our card uh to help two in a black for a three two human warlock at common it enters prepared and it has the spell have a bite it's black for a sorcery put a plus one counter and target creature you gain a life yeah i mean this is just another good silver quill card right did they had they tacked on the gain of life so to throw a balloon with their bloom don't don't don't forget with her yeah i'm not forgetting it i but i mean this just seems you know three man of three two makes your thing bigger targets a thing like that's a lot for you know repartee and all that it looks like i mean man it's just tough because these cards are also pushed i mean this is like it's got so much going on but i just know it's like a c minus yeah yeah no this is not a not slightly worse than average i would assume yeah exactly uh next up is arnan death bloom botanist this is two in a black for a two two legendary vampire druid at uncommon with death touch and whenever a creature you control with power or toughness one or less one or less dies wow target opponent loses two life and you gain two life i keep i keep looking for extra little things to do with pests and it's like yeah they got my back on that holy smokes yeah there there's no shortage i mean this is a powerful ability and it's a death toucher so it can trade off pretty nicely too seriously i i like where this one's at i think arnan looks to me like a b like i think most wither bloom decks are gonna have a pretty easy time of finding ways to use this card yeah that's impressive next up is cost of brilliance this is two in a black for a sorcery it's common it says target player draws two cards and loses two life put a plus one plus one counter on up to one target creature so this is another like that gold card combinatorial yeah what yeah it is but what i meant was it's it's splitting the difference between doing something but also targeting your creature for repartee yes yeah it does it does look both those things i mean combinatorial was excellent combinatorial is a banger for sure and this seems this can also this can also nudge them out if you really need to need it too yeah i do that really matters right especially for these aggressive chippy decks like the silver quill deck that's going to come up for sure like okay i can get you to to finish you off with cost of brilliance if not oh i'll take some cards put a counter trigger my repartee attack you i mean that dude i would have my eye on this card i'm going to start with c plus for cost of brilliance this feels yeah like a better positioned version of the of the prior one of combat tutorial i think it's probably a little worse just because the two life does matter a lot but i think overall um agree i think it's worse as a card individually but like but it has more going on in the right combat tutorial was like sure i'll take a count this just has like so much more going on it fits the archetype better too yeah no i agree with that uh foolish fate is next it's two in a black for an instant at uncommon it says destroy target creature and then it says infusion if you gain life this turn that creature is controller tang loses three life man yeah i mean i'm pretty happy with speed i'm pretty happy with where it starts you know no kidding i would go be on foolish fate i don't think i want to go higher than that for a three man or removal spell but like it's right there yeah i think that when you you're not really going to play this card like play into the infusion on this card like and care that much about it it's just a nice little bonus it will come up though i mean it's not it's not irrelevant so i guess the play pattern with the pest is attack with it gain the life then foolish fate your blocker you take the extra you lose three more life and then you know i have a better attack or whatever yeah that's probably going to be the like slow roll of the format right um next up is poisoners apprentice two in a black for a two two orc warlock at uncommon infusion when this creature enters uh target creature an opponent controls gets minus four minus four in telling of turn if you gain life this turn holy smokes yeah i mean this is this is your flametongue this is your uncommon like if you can do the thing this is a huge path if you can't this is obviously not it's all or nothing it is when are you don't so basically you just need to know how many ways you have to gain life on your turn and then appropriately decide whether you're going to play your poisoners apprentice or not because otherwise you just can't really play a three mana two two um so let's put it into the context of you have decided that you do have enough ways to do it how high of a grade does it get to b plus a minus build around b plus like yeah yeah whatever solid you whatever gains you get from it costing three mana you kind of lose by it uh requiring mana a lot of the time to make it work not always so sometimes sometimes you don't need more mana because you attack with a pest and boom that's it but i would say that i would say that like this in a good wither bloom deck this is probably a b level card yeah agreed build around b plus slash just b i mean very very strong next is pull from the grave two and a black for a sorcery at common return up to two target creature cards from your graveyard to your hand and then the wither bloom bump you gain two life yeah there we go that's what i wanted to see i mean i think yeah this card looks great i i like look sphinx is a revelation it did the perfect whoa i'm not saying this is sphinx revelation i'm gonna let you land that plane yeah uh i think that a big part of a big good combination that's really nice is drawing cards and gaining life right because the life gives you the time to use the cards and in this particular case like yeah i mean this is this is gonna do exactly what you want it to do for sure draw two spells in this case gain the two maybe get some bonuses from that and then play them six mana pull from the grave get back my poisonous apprentice yeah um c for pull from the grave yeah how do we what's the way to describe that it's a c but the first one is worth a lot yeah totally that that is interesting that because the second one is like you know a d or d minus or something if you get to the end of the draft like this is a c level card yes but if you get to the end of the draft and you don't have one of these you you might want to upgrade it you're gonna be sad uh next is ulna ellie shopkeep this is two and a black for a two three goblin warlock at common with menace and infusion it gets plus two plus zero and as long as you've gained life this turn yeah this looks like a d this looks like the kind of card you're gonna cut a lot of the time agreed next up is cheerful osteomancer osteo meaning bones bone yeah osteomancer osteomancer uh three and i like two by the way okay uh this is three and a black for a four two orc warlock at common that enters prepared and has raised dead as its spell black sorcery return char creature card from your graveyard to your hand classic i mean we literally call these raised dead effects don't we no that's why that's what's so powerful about this uh theme or about this keyword is they i think figured out a way to make it look like two times cooler maybe three times cooler by having imagine this was well this creature is prepared you can pay a block to return a creature that is so much less cool than just it literally being raised seriously like it's it's honestly not that close like how much cooler it is so i think that uh i think the osteomancer is a great card by the way i think it's a very solid card but uh you know the the i it just highlights how good of a mechanic prepared as i think they did they did a good thing here so i would give it a c plus yep and that's a common by the way so that's really impressive yeah c plus for cheerful osteomancer next is um eternal student which is three and a black for a four two another four two i've known a few of these three three and a black for a four two zombie warlock at uncommon and it has activated ability one in a black exile this card from your graveyard to create two one one white and black inkling creature tokens with flying whoa dang that's really good because you know normally you look at a four two and you're like ah she's going to trade off for some it's like who cares traded for literally anything yeah just i mean this this and you can activate that whenever you want uh yeah it's not sorcery wow it's interesting they don't usually do that but i guess at expert level sets they have a little more latitude huh yeah interesting i would have assumed that that would be sorcery speed that's excellent or they'd be tapped that's that is typically how they do these things it right like she was entering her fiftieth year of graduate study with no signs of stopping um i'm at least a b at least to be right it's is it a b plus i think it is a b plus it it's really close because it does trade down so it's like you're not but it's a great blocker like it just sits there and like your opponent's like ah man and if you sacrifice it like that's obviously just money as well totally b plus for eternal student for me two one one flyers like what yeah it's a messed up card for sure they can block like i'm i'm just i'm looking for the downside of losing it uh next up is wander off which is three in a black for an instant at common and it says exile target creature see i mean yeah maybe c plus it's probably c probably c four man a lot yeah but uh it's yeah obviously a very good card yeah and exiles great i it just it has come up so much more now like just exiling yeah just so much better than it used to be next is arcane omens this is four in a black for a sorcery at uncommon and it says it has converge target player discards x cards where x is the number of colors of mana spent to cast this spell yeah so this is for in a two color deck it's five mana discard two terrible in a three color deck it's five mana discard three also not good enough so you need to be four or five colors and this is just not worth it like there may be a converge deck floating around somewhere and if that's the case then yeah i would i would play this card in that deck but i'm not gonna go out of my way to do that and i think this looks like a build around d yep that's our that's exactly where i was at and that's a little insulting but it is what it is arcane omens build around d next up is scathing shade lock this is four on a black for a four six snake warlock at uncommon and then this says at the beginning of your first main phase this creature becomes prepared and its spell is venomous words it's black for a sorcery that says target creature you control gets plus two plus zero and gains death touch and teleptor this thing is kind of interesting it's really leaning on its stats it's a five mana four six that's kind of the most important thing then you have to wait all the way till your next turn but then you're getting you know the bar for these free spells or however you want to describe them is really low like it just doesn't have to do much and this is i mean this targets a thing so you're getting repartee going it does give it plus two plus so like that's good on pest tokens and stuff like a a three one death touch pest is like it's kind of nice maybe the most annoying thing ever and then this also just prepares for free every turn it just keeps happening yeah yeah i mean i mean i mean you know it's a five-man a card so it's not going to be the most in demand but i i would give scathing shade lock like a b i mean a card that just generates these triggers and this thing every single turn i mean on its own it becomes a six six death touch which is pretty annoying too but and that's like worst case yeah i think that i think the fact that it's uncommon gives you a little bit of a hint too i think that is a useful way to look at things and in this particular case it's like yeah i think that the shade lock looks looks like you would want one of these this is a pretty pretty burly attacker sets up some nice attacks it is unfortunate it takes a whole turn cycle to be prepared that's the rough part yeah i think that's okay next black card is sneering shade rider this is four in a black for a three three vampire warlock it common it has flying and it says when this creature enters each opponent loses two life and you gain two life five man of three three it says a mortuary thrall or whatever the the black white one from ravnica drain him for two you know it's it's interesting is worth a good amount yeah it is it's just you know when you're getting beaten down by a silver quill deck and they place nearing shade rider you're just like okay i they're you know now it's like i'm down two more life i can't race because they gained life and they have a three three flyer even though it's kind of a mid common that is really good my guess is is probably not good enough for wither bloom just because it has the text you gain two life on it maybe it is it's like probably borderline but to me this definitely passes the bar of a five man of common is it good enough do i even want to put it in my deck yeah i think sneering shade rider you do that said you know i would probably give it like a c-minus because it's just up against bangers all over the place a big thing you want to keep in keep in mind when you look at cards like this is like not just how good is this card when we're looking at a rating it's also like what's the opportunity cost of putting this in your deck and taking it and five drops everything is just so much worse for expensive cards that's that is just how it works you know exactly c-minus i like c-minus for the shade rider though it's it is it's a little bit like uh when we were talking about pull from the grave yeah it's a c-level card i would adjust it downwards a little based on how often you actually end up wanting it last black card is called forum necro scribe this is five in a black for a five four troll warlock and uncommon it has ward discard a card and repartee whenever you can't sorry i won't read that every time um return target creature card from your graveyard to the battlefield holy smokes yeah i mean six mana five four it's going to guaranteed get uh a little bit of a value because they have to discard a card to deal with it and then if you get to start targeting stuff you start getting stuff back i'm here for that yeah and we have seen many ways to repeat target you know to be able to kind of redo it turn after turn at the uncommon level yeah and and this is one like a finisher yeah this is one where if you do it once it's it's they are going to have a hard time winning i would go c plus for forum necro scribe it is six mana it is a bit difficult to set up but the ward is very relevant late in the game and if you get to untap with this thing and do the ripartee thing you are winning like for sure so i say c plus what do you think i could even see b minus like it's possible just having one of these in your hand is going to be in your deck is going to be make it lead to it i think a pretty different experience like yeah i think you're going to be pretty happy with having this as your top end card it just looks very threatening to me it does to me too red is next our first card is called ancestral anger it's red for it's red for a sorcery at common it says turn creature gains trample and gets plus x plus zero until an end of turn where x is one plus the number of cards named ancestral anger in your graveyard oh fun um but here's the the buried lead you also get to draw a card yeah this is a reprint so this is a reprint oh what's it from but oh some some set oh in a strud crimson vow yeah there we go i just knew we had seen this card you're right i i do remember it now that you say that um so in this setting what are we thinking it so it it targets but it's a red card so that doesn't really matter so that doesn't matter but it is a spell it's it's okay for prismari it's probably better for lorehold i'm not even sure what they're doing with it exactly yeah i mean they they have the ability to maybe fill up their graveyard and yeah i don't know uh this one feels a little i mean basically the way i see it is it's a cantrip right it's it's a red sorcery speed draw card that gives you like some minor upside so if your deck wants that then you want this i i assume it's like a d yeah i think so next up is dual tactics this is red for a sorcery at uncommon it deals one damage to target creature it can't block this turn and this card has flashback for just one in a red so you could make this is a pretty aggressive card it is uh it does also i mean it's probably good because one mana deal one with flashback is is is pretty nice i think that that i think that that does some good stuff yeah i mean one of the keys here is that you can cast it flash it back the same turn which lets you either get two damage on one thing to kill it or make two things not be able to block in one turn and just kill them yeah it's also worth noting that dead creatures cannot block so you could just kill stuff with it i would mostly view this as like a lava dart you were just as a one mana deal one with flashback and then sometimes then then then unable to block part is going to come up for you okay yeah this only hits creatures well players can't block so you know gut check says this is going to be good right it gives you it's going to be good yeah like i would start it off at b for dual tactics um if i had to guess whether it was a b plus or a b minus i would say minus but i'm going to still just start at b i would say b minus but yeah it's it's going to be a very solid card i think that there's no no no doubt about that for me at least two spells in one turn i mean again let's keep thinking back to prismari are we aggressive one shot with creatures or are we value it is getting further and further towards the aggressive one shot with creatures and dual tactics in that deck is a house like both of your guys can't block and i get two spell cast triggers like that's that's game ending so i like that too next is impractical joke this is red for a sorcery at uncommon it says damage can't be prevented this turn impractical joke deals three damage to up to one target creature or planes walker so red sorcery speed deal three to a play to a creature or maybe a planeswalker did they make those anymore like when was the last time we had a freaking planeswalker um and it can't be prevented yeah obviously a great card obviously you had a deal three and the damage can't be prevented part like might come up here and there but it's it's obviously just mostly the just getting getting a ton of value off the fact that it's just one mana deal three so that that gives it makes it like a b almost b plus plus i think really good value ultra efficient next up is expressive fire dancer this is one in a red for a two two human sorcerer at common it it has opus this creature gets plus plus plus one plus one until end of turn and then if it was five or more this creature also gains double strike until end of turn and again we see yet another vote for the more aggressive version of the blue red spells deck the opus deck does look like the payoffs are in that aggressive this is a calm yeah that makes me want to go a little higher on ancestral anger which is funny because opus the mechanic itself doesn't really lend itself to it like that looks like a slower deck sort of thing but i think given how um these cards look i would much rather i would mostly rather just be like assume that you want to be a little bit more aggressive at least that's the where they're leading us to totally the pay you know you have to look at the payoffs and that's where all the winds are blowing um that said expressive fire dancer looks fine you know you can you can use it to get in for that you know it's probably a good two drop for the deck i still i'm not high on those type of cards as being you know they are very synergy based they need a bunch of stuff around them they can be fragile i would say nah i would i still probably say c minus for expressive fire dancer but that's in the prismari deck so not exactly a glowing review what do you think yeah i like c minus like it you're not going to get double strike that often but this is a good two drop like it's a frightening drop yeah i mean it's nice combo with ancestral anger if you can set it up to like pump it and then give it double strike yeah like that's we're talking about a lot of stuff at that point we are but i agree with you that ancestral anger does go up it now that we have like you know four or five versions of the temporary buff creatures next up is goblin glass right this is one in a red for a two two goblin sorcerer this one's common and it enters prepared and its spell is called craft with pride it's red for a sorcery that says create a treasure token i like this card i do too i do too i mean they really did a good job that that can give you a little free spell give you a treasure just like it helps ramp you it does does a lot of cool stuff i like c for a goblin glass right yeah i would just give it a straight c i agree living history is one in a red for an enchantment at uncommon it says when this enchantment enters create a two two red and white spirit creature token and it says whenever you attack if a card left your graveyard this turn target attacking creature gets plus two plus oh and tell an of turn man i'm not i mean i got to see more here of the commons in white particularly but these this lorehold stuff looks a little clunky looks a little fancy like a little finicky you're just like okay how am i setting this up how often is that actually going to be the case you know but this is a you know it's not a creature technically but it's a two mana enchantment that gives you a creature and it just sits out there whether the creature dies or not and gives you this bonus so it's like this is kind of a why not yeah you you kind of already got paid up front exactly the it is true that said i'm still a little skeptical i mean i guess i would go like b minus maybe c plus for living history like i like c plus i'm just skeptical man i just think it's i think it's gonna be okay but i the juice largely not worth the squeeze as it were right thunder drum soloist is next this is uh one in a red for a one three dwarf barred at uncommon it's got reach and opus it deals one damage to each opponent and if it's super opus it's three damage instead again this one still follows into that first camp it's not value based it's still damage based this one's a little different because it doesn't temporarily buff and get in that huge one-shot style attack but it certainly chips away at them yeah and i mean one three reach that pings for one off spells like pretty you know a lot of spell decks will would would just play that card anyway and i think definitely the way that prismari set up with the you know combat based payoffs even though this one's not going to get into combat that often this one's going to pile on a bunch of extra damage and i like it for the deck a lot operating under the assumption that the prismari deck functions well and is a good archetype i would have a thunder drum soloist every single time i'd give it a b for that deck yeah i think it's a b in that aggressive prismari deck for sure i don't think i don't think that the the lower hold deck is necessarily out of the running for this card two minute one three reach that can be annoying and ping them is is still pretty reasonable you're right and flashback will trigger the three damage a lot right for the more expensive side next up is tome blast this is one in a red for a sorcery common it does two damage to any target and you can flash it back for four in a red it's fire bolt but yes not quite but not quite um but still excellent um it is sorcery speed but um you know it's really funny because this isn't a real question but it's just funny that if if the flashback was three in a red like would this card be better or worse right it's like it would be better but having the flashback be five like does trigger all the big opus stuff which can really matter um so it's kind of funny uh but it seems really well positioned um for that reason for the uh for the opus decks yeah i mean this is going to be just a great card for any red deck like you're never going to take this card out of your deck do you have it above a c level c plus i would give it a c plus yeah agreed next is if you just look at it from the from the capacity of like you play a two drop when they tome blast it like i don't know i feel like that's super prompt pretty much you know you know advantage you yes that is a major bummer for for the opponent next up is blazing fire singer this is two and a two and a red for a two three dwarf bard at uncommon and it enters prepared and its spell this is so cool louisa that they did this just that they're using real spells it's delightful um it's seething song two and a red for an instant that adds five red mana to your mana pool i mean i don't think that's is that great no this doesn't look very good to me like right well let's see you play this on turn three on turn four you go seething song play a six drop i guess is the idea yeah how often often i think blazing fire singer is going to end up in a spot where you either play it and they kill it just fine that's like neutral ish you spent three mana that's about a good break point you play it and you have nothing to see thing song with or you play it you know something to see thing song with and it's not just how likely is each scenario it's like how good is it when you have something that's pretty good when you have something but i don't know that it's like i'm you know really stoked about all this no i think the real issue is that the floor it's kind of in the middle it's a two it's a three mana two three right like that's the focus because if i'm getting more or less free rolled a seething song fine because even songs okay if you're getting free rolled right but i really like man the difference if this was a three three versus the two three for example would be really big i think it's the difference between me being like i'm in i'm gonna play that every time versus sure i guess i'll play my blazing fire singer if i need a three drop or whatever yeah i think this is just just going to take a very specific deck to be good and even in that deck like which you know a bunch of expensive spells is kind of the way to do it but like even in that deck you're just going to draw this sometime and have it not really work see look looks like a c- minus to me honestly next up is charging strife knight this is two in a red for a three three spirit knight at uncommon it has haste and you can tap it to discard a card and draw a card yeah this card's really cool i mean it's a three mana three three haste like i know i just want to turn it sideways pretty good but you get to and then uh yeah hand back and loot when you when you need it to yes either way i guess i'm probably turning it sideways but it but they you know largely have gone away from this right like creatures that are clearly meant to be attacking don't often have tap activated abilities but so that's a bit of tension is a good tension a little tension is good a little tension is good um that said c plus b i like b minus i mean look what when when you play this and uh you don't have a good attack it's a hasty looter rummager and when you and when you do a good attack you feel pretty good about it i think it's like kind of a way neither way you're right you're right b minus for star jeans charging strife knight next up is rubble rubble rouser which is two in a red for a one for dwarf sorcerer at common when this creature enters you may discard a card if you do draw a card and it also has tap exile a card from your graveyard to add red when you do this creature deals one damage to each opponent that's cool yeah that's really cool actually it rummages on etv and then it you know it can mana ramp you a little bit yeah this looks exactly like what lowerhold wants actually exactly like it gets a little rummage it sets itself up for the first time it provides mana and then uh you get to enable all your stuff not even at no cost at like negative one cost because you're actually getting to to play getting mana off it totally yeah i like it for lowerhold a lot i don't see it going anywhere else necessarily but for them i mean i'd give it a c in lowerhold yeah it might be a c plus it might be a c plus that's very synergistic yep next is seize the spoils this is two in a red for a sorcery at common it says as an additional cost to cast this spell discard a card draw two cards and create a treasure token this is a reprint as well yeah this looks like a not that exciting card they've been trying to give us a lot of extra reasons to to play the uh the the discard you know the tormenting voice type cards and i think this one if you have to play it it's totally fine but it's i don't think it's that exciting no but i mean you know go back to that prismari deck like this fits yeah yeah no it does i agree with you though it's not that exciting i would give it a d plus for ceaseless if you have to play it you have to play it but it's it's not really going to be where you want to be strife scholar is next this is two in a red for a three two orc sorcerer at common it has ward pay to life and an interest prepared and its spell is awaken the ages which is a five in a red sorcery that says create two two two red and white creature spirit tokens you know what's kind of funny is like some amount of these spells i've just never heard of like where did this card come from i mean are these all reprints i mean they're all real cards as far as i know oh i thought somewhere and some weren't oh is that true i think so yeah because i there's a ton of these i haven't heard of yeah that maybe it may that probably does make more sense than i just haven't heard of these cards because i feel like every time i see one that i recognize i'm like oh cool you know and then the rest i'm like yeah whatever um so this is an interesting take you know we we've often had the like two mana that then you can spend like five or six later to do something but this is a three mana that then you can pay six mana later to do something and then they kind of interestingly maybe tacked on ward pay to life on a two toughness creature the combat's kind of your main concern with it dying strife scholar looks not super it looks fine yeah it looks fine i mean plus for what i don't like about it is it's a three two that is going to die when it gets into combat that's what three two's do but then also it's got a six mana spell on it so like i'm i'm not sure how like am i supposed just not do anything with this card for three turns then cast a mediocre spell like that doesn't sound amazing no none of this does i i would go d plus for a strife scholar yeah i like i like d plus for it which it is exactly what d plus is r which is you can play this card and it's fine but you i think you can usually do a little bit better yeah fringe playable next up is tablet of discovery this is two in a red for an artifact it's uncommon and it says when this enters mille card you may oh you may play that card this turn and then it taps to add red or double red but only to cast instant sorcery spells i think this card's really cool it's a really neat design first of all but this turn so you mille card and then if it's something you can play like if you mill a land you could play it if you haven't played a land yet uh if you mill a spell well it's the taps for two mana for instance in sorcery one mana otherwise like that's cool i like that it replaces itself although it is just a little tricky to uh you i mean maybe playing it on turn three isn't ideal but that is kind of when you want the ramp part yeah that that's what i think is going to be a little tricky with this is uh i think that you are not going to want to play this on turn three so much but if you don't play it on turn three like you are losing out on some of the ramps so i don't really know the answer to to how that's going to play out so much yeah it feels like a card that's kind of split down the middle it is cool though um i think i would give it i kind of want to give this a b i don't want it to go a lot lower it seems pretty great to me i don't know i just feel like you kind of can't have both you know what i mean it's like i'm reading it as one card or the other rather than both like it's either late game replaces itself ish but then the ramp isn't very good or it's early game and you kind of have to forego the card but then you get like a decent mana rock and i'm not really interested in either of those put them together i'm interested but i'm not at the b level i guess i think i would give it like a c i think this is a good card because i think what you can do is you can you can just take a turn off like you don't have you can get both like if you play this on turn four that way if you flip a land you just get to play it right away and you have two to three mana to play the card with and then you still are getting a decent amount out of the ramp okay so that's sweet spot yeah that's kind of how i see it okay that's cool i like that c plus i would go for tablet of discovery what do you want to give i think this this looks like big lorehold or even or prismari both look like they would they would utilize this card pretty nicely so what grade do you want to give it i'll give it a b i would still get a b holy smokes next is unsubtle mockery you're gonna you're gonna really like this card you're gonna take that card highly mockery or tablet no the tablet the mockery too because it's just a great great card but yeah i feel like the tablet's gonna be like a like a slow burn i think you are gonna like the tablet a lot yeah i think the thing the real key is like if i can mill a card that i can use this thing to cast and then it's like so good you know or hit the land drop i like what you said about playing it on four for four that makes sense to me because you have a better chance to to hit and hit a land and cast the thing and all that stuff uh next is unsubtle mockery two in a red instant common unsubtle mockery deals four damage to target creature surveil one yeah this one's nice very good is it a b minus or a c plus it's a b minus right can just be a b three-minute deal for surveil one instant speed seems pretty great yeah it is really good all right b for unsubtle mockery next up is garrison garrison excavator this is three in a red for a three four orc sorcerer at uncommon it's got menace and whenever one or more cards leave your graveyard create a two two red and white spirit creature token well there's your payoff yeah i mean three four menace is fine that's not really what we're after but every i mean imagine if you played uh turn three rubble rouser and you played this on turn four and you should immediately can make a thing like that sounds incredible that sounds really good if you play a card off of tablet of discovery that that is leaving your graveyard right yeah yeah so that's a thing too here we go your favorite card works with that too b plus um garrison excavator for lower hold is like a b plus right something like that yeah but for like prismari it's like shrug yeah i think for prismari well you know i i have faith that i have faith that they're gonna they're gonna do a pretty good job of like doing some good crossovers so yeah so i actually think that like this is these these are not just going to be lower hold or just prismari cards i think that we're gonna see a pretty good amount of like hey this actually works pretty nicely here yeah so i would give garrison excavator a b but in lower hold it's probably like a b plus that's that's what i would say yeah i like that i think that's good i think this is going to be one of the good buildarounds next is mica reader of ruins this is three in a red for a four four legendary human artificer at uncommon it has ward pay three life and whenever you cast an instant or sorcery spell you may sacrifice an artifact if you do copy that spell and you may choose new targets for the copy i'm not seeing a lot of cheaper free artifacts what's my artifact i'm sacking floating around so i'm i'm skeptical of this one how i will say i would start mica reader of ruins off at a d yeah even though it does have decent stats that's just not what carries the day in these type of sets next is tackle artist this is three in a red for a four three trampoline orc sorcerer at common and it has opus put a plus one plus one counter on it and super opus put two plus one plus one counters on it instead so four beta four three trample and then plus one plus one counters all right yeah this looks like a c yeah like you're gonna be happy to play this card you're not gonna necessarily like you're not gonna have to take this card early no no definitely not and and by the way this is you know yet another vote for the creature based version of it so obviously that's where it's at next up is archaic's and it being prismari next up is archaic's agony this is four in a red for a sorcery at uncommon it says converge archaic's agony deals x damage to target creature where x is the number of colors of mana to spend to cast spell and it says exile from the top of your library exile cards from the top of your library equal to the excess damage dealt to that creature this way you may play those cards until the end of your next turn still though this just feels like the other one right where it's just like well are you actually hitting for four yeah and this is exactly that like it's like if you can spend four colors then i'm kind of in if you can spend two colors i'm definitely not so the the only interesting one is do you at three colors what do you do right and i think the answer is no i i really do think you want to be able to at least get to four i think you'd like the dream of getting to four for sure yeah like if i knew i could only make three colors i i don't know that you can do this converge stuff yeah that's kind of where i'm at too i think that it's it's certainly possible that this ends up being you know like some of the converge cards are like okay on two to three but my guess is we're gonna want to be like five pretty strongly right you want and you i mean realistically we're being conservative by saying four i mean you want five like you want to be able to do five you want a cacus for five like if you do that now you're in business you know you can kill three three get two cards kill even a four four and get a card back so this is obviously a build around card being converge you don't just throw this into a red deck i would give it a build around i mean i'd give it a build around b if you can get to five colors like this card is strong it kills something and maybe even draws you a card or two yeah i'm skeptical that colors it is strong but but yes i agree next up is artistic process this is three red red for a sorcery it's uncommon and you can choose one of three options you can have it deal six damage to a creature or deal two damage to each creature you don't control or create a three three blue and red elemental creature token with flying that has haste in tond of turn that is a nice card one for one removal or on those particular board states where they've gone wide you could just wipe out their board and then the fail case if that's what you want to call it is a five mana three three haste with flying yeah this looks great it's it's going to kill one thing inefficiently a lot of things potentially quite well or make a three three when all else fails yep and also with haste to mine as well just get an extra three i like b for artistic process that versatility really adds up to me yeah next is heated argument that's four and a red for an instant at common it deals six damage to target creature you may exile a card from your graveyard if you do it also deals two damage to that creature's controller yeah yeah i'm in for this i mean it's hard to get excited about a five mana removal spell but this one really you know you're talking about the crossover type stuff this one really does the thing like the extra two damage can really add up in a prismari deck casting a five mana removal spell that kills basically anything at six damage means you're going to trigger your super opus across the board and the two damage extra damage is actually going to matter in that scenario too and in lower hold it still nabs a card from your graveyard which will trigger that stuff too i like c for heated argument i i didn't see it's a completely playable card it's not something i you're not going to be like oh man i finally i got one of those you know but but i think it's very playable which is saying a lot for a five mana removal spell next up is pigment wrangler this is four and a red for a four four orc sorcerer it uncommon it's got flying and it interest prepared and its spell is called striking palette it is red for a sorcery that says when you next cast an instance or instant or sorcery spell this turn copy that spell you may choose new targets for the copy how much do you like a five mana four four flyer because like that is not i think i like it like i think it gets the thumbs up like a five mana four four player would probably be a c or flyer would be like a c or it'd be a c i don't think it'd be much better right so this one gives you a clunky but free ish way to double an instance or sorcery i mean that that puts it that at least keeps it at c or solidifies it there or maybe even makes it a c plus is it a c plus it's kind of the question i think i think sure sure i go c plus yeah yeah it's close though uh next up is rearing ember mare this is four and a red for a four five horse beast at common and it has reach and haste a decent combo but it doesn't do anything else yeah this looks super replaceable i would give this a d yep agreed next up is zealous lower caster this is six mana five and a red for a four four giant sorcerer at common and it says when this creature enters return target instant or sorcery card from your graveyard to your hand that still seems too slow to me i love to think you're gonna want i think you're gonna want one of these um do i think that it's huh it's not a high pick no so this is probably or you could probably pick this around a c minus level but i think one of these looks pretty nice yeah a decent overlap res mari you know gets a thing back and then does get a card out of the graveyard to trigger lower hole there's something there i i just my gut just says zealous lower caster is like a d it's just so expensive six mana for a four four even though i really do like the ability i'll go d plus on it you think it's like c minus i think it's like a c c c minus is fine yeah c or c minus okay uh that'll move us to green first card is called oracles restoration this is green for a sorcery at common and it says target creature you control gets plus and plus one until end of turn you draw card and gain a life this one kind of does everything yeah it is a sorcery but it replaces itself and gains a life looks pretty great yeah i think it's actually pretty good because you can just kind of sneak these in on curve maybe unlock an attack that you didn't have replace itself get some triggers gain a life etc i mean would you give it a d plus c minus like i don't think it's a c really no cycling cycling do doing it all well it's just green like what why do i want to cycle like if it was red or blue well because the gain of life it's a cycling life game card in in your i guess what i'm saying is is i like the life game the fact that it cycles is okay but not like what i'm not generating any extra value off of that you know true um i think it's a c i think that you're i suspect that the wither bloom decks will be pretty happy with this card okay yeah i think i'll go c minus on oracles restoration next up oh it's a card you read studious first year this is the green one one bear wizard at common and it enters prepared and it has its spell is rampant growth one in a green sorcery search your library for a basic line card put it on the battlefield tapped and then shuffle dude this is sweet right it's awesome this is starting on turn one if this isn't the best green comment i'm not really sure what what is going to be uh yeah this has to be the front runner it's just so much value gives you a nice creature to sacrifice gives you a rampant growth like your converged decks will like this like it just kind of does it all it does what grade would you give studious first year that'd give it a b minus i think yeah c plus b minus range next you can do c plus sure it's it's in that tier it's in the best common but not as good as the good uncommon steer right um wild hypothesis is next it's green x for a sorcery at common create a 00 green and blue fractal creature token put x plus some plus one counters on it and surveil to so for three mana you get a four four no two two two denny surveil to and you get to serve and i get a three three you i would not play this unless i really wanted to unless i really wanted x spells same it's it's it's meant to scale with the game but it kind of doesn't just do well at any stage i i just i feel like you're going to be looking for higher rarity stuff for your like late game and this is not good early game i mean the surveil to does go a long way but man the price is steep i would give it a d for wild hypothesis yeah i agree if you want this card like you there's not another person at the table likely to really want it like there's some quadric stacks that would definitely want this card there are and there are some cards that care about x spells and all that so that it has some place but two mana one one surveil to baby let's go let's go uh next is barog barrage this is one on a green for an instant at uh at common it's a star creature you control gets plus one plus zero and tell enough turn uh if you've cast another instant or sorcery spell this turn then it deals damage equal to its power up to one target creature and opponent control so it's a it's templated a little weird but you don't get the bonus unless you've cast another instant or sorcery but it does do the fight either way or the bite it's always a bite and then sometimes it's gonna if you cast an instant sorcery so i guess a quadric's card in some respects but obviously any any of the decks can play this card just fine i love that artwork he's all geared up um yeah i mean i would give this a c plus and as i noted before we already have it's gonna be a good removal spell yeah for we've got the wither bloom one one uh for four wither bloom it works well with the one one death toucher and any other death touchers it'll be good too next is environmental scientists this is one in a green for a two-two human druid on common when this creature enters you may search your library for a basic land card reveal it put it in your hand and then shuffle goaded yeah i mean this is gonna be one of the better on comments for sure this looks like a b plus to me me too i just really can't imagine like i love civic wayfinder this is a two minutes of a three minutes straight up same card yes that is exactly what this is i'm i'm in you know we quit magic when it becomes one mana yeah that that gives us a sign it's like okay they've gone too far uh next is follow the lumerettes this is one in a green for a sorcery uh it's common and it has infusion look at the top four cards of your library may reveal a creature or land card from among them and put it into your hand if you gain life this turn you may instead reveal two creature and or land cards from among them and put them into your hand put the rest on the bottom in a random order and that's out of four so most green decks probably are very live to hit two if you've infusioned yeah and i would really need to though i i don't want to play this unless i yeah if you're not infusing i i feel like this is this is not particularly great now two mana one mana you can pay for this but two mana is too much so i'm playing this if i can infusion somewhat regularly and then i'm probably playing one of these or zero so i would give follow the lumerettes probably a d plus in that uh with or bloom deck it's probably like a c- look here's the great part as always if if you don't well if no one else wants it you will you i don't like you're the one who wants it you're gonna get it get it late you don't have to take this card early it's going to be good in your deck but it's not uh it's not a card you need to really heavily prioritize or exactly next is glorious decay it's one on a green for an incident common it says choose one destroy target artifact or it deals four damage to target creature with flying or exile target card from a graveyard and draw card so there's your your fail this is exactly what i was talking about right yep mm-hmm that is an overlapping card no doubt about it so i just don't really like any of these things though i agree i agree i would i would still call this a sideboard card that look they i appreciate it they tried their best to make it to make it not a sideboard card and yet it is a sideboard card i agree uh next up is infirmary healer this is one on a green for a two three cat cleric it uncommon it enters prepared and its spell is stream of life it's green x for a sorcery target player gains x life stream of life that's awesome that is amazing uh is it yeah i guess i would probably be happy with this card uh honestly yeah it's a two man of two three so again when when the spell itself isn't like super impactful or something that's really important you know you kind of look to the the floor right like well what am i getting you know if they're gonna tack on stream of life sure target player gains x life yeah it's not a great card but if i'm getting in for free and i get a two man of two three i'm in like great so i would give this card like a c plus yeah i like c plus i i think that you actually could i mean this card could be pretty sick in the leg game sometimes it's just gonna like gain nine life you know you just it's true nothing it's true and and it'll and it'll trigger your infusion um lumer its favor is next this is one on a green for an instant at uncommon it says infusion if you cast a spell copy it if you gain life this turn you may choose new targets for the copy what does it do target creature gets plus two plus four and talent of turn two of those would be pretty good spreading around four power and eight toughness yeah if you can get if you can get to a point where like you're uh you're able to gain life attack have mana up like you you could you could really do some damage here yeah and this is clearly a pest you know you attack with a couple of pests and you've gained the life and now you're just sitting on your lumerous favor and your opponent is very incentivized to just try to eat those pests up they're just gonna block with their two two and their three three and be like sure i'll block like this and then you go cool lumerous favor lose your guys it's like oh and it's an okay combat trick on its own plus two plus four does win most combat yeah i think that i think you're gonna see yeah i like see for this i i could i could definitely see this card working out kind of nicely i could too uh next up is mindful biomancer this is one in a green for a two two dryad druid which is uh which is a common and it says when this creature enters you gain one life and you can pay two in a green this creature gets plus two plus two intelligent of turn you can only activate it once each turn but you can do it whenever you want this is kind of a classic threat of activation type card it enters the battlefield you get your little bonus um for for infusion or whatever and then when you turn it sideways if they have a three three they can't block it and you don't have to pay the three mana so you get it for two spotting you a life gain at the start is pretty nice it is i think mindful biomancer is like a C yeah it's a C i don't think you're gonna cut this card from your deck very often yeah next up is noxious newt this is one in a green for a one two salamander at common ooh and it has death touch so now we've got two separate small creatures with the bite spell that have death touch so that is that's kind of what you want to see um for green and then it taps at green i wonder if they were tempted to make it tap for more colors you know for the converge throw-ins yeah but it was hard i mean this is obviously a little bit like the butler from teenage youth into turtles right this is super great card i don't know if it's literally the best green common because i think the ramping growth one might still be better but they're very close they both look really good at enabling like the quadrix ramp stuff whether whether bloom i'm a little bit less sure about it for sure yeah i mean i like c though for noxious newt and if i had to go above or below i would go above but i still i think i would just stick it so i would do c plus i think c plus is reasonable okay fair enough next is cologian or cologian how would you say that cologian i think cologian tackle uh this is two in a green for a sorcery at uncommon it says target creature you control gets plus zero plus 10 until end of turn then it fights up to one target creature an opponent controls funny enough this also works really well to do death touch small creatures just turns this into a sorcery speed removal spell this is a really funny card that's a weird card plus 10 three mana uh sorcery speed okay um i don't know it looks like a kind of like a c- minus to me i mean it's three mana sorcery speed fight like doesn't look great to me i don't know would you rather have plus one plus one or plus zero plus 10 plus one plus one i think unlocks a lot more especially since it's sorcery it's not like your mid combat doing it and having it like really work out you know i know like how can i be getting eight times more stuff and not be or not eight times but eight more things and and be not as happy i think i just go c minus on phelone and tackle yeah i like that i i mean there's gonna be times when it does some pretty ridiculous stuff i would imagine i agree and all the doran players are like what's this um next cup card is f fluorescence it's a cool name uh tune a green for an instant at common and it says put two plus one plus one counters on target creature and then it has infusion that creature also gains trample and indestructible until end of turn if you've gained life so you really need to have the infusion in order to like have unlock the high end of this card i think this card doesn't look very good i'm it's too risky right i mean even if you have infusion you're still paying three mana to target your own thing and if it gets bounced or killed it doesn't matter that you had infusion i would give a fluorescence a d yeah i like d look there will be sometimes when it does something good for you but most of the time that's just not going to be the case i don't yeah i mean i like the power level i just don't like the risk next is emil vaslan's roamer this is two and a green for a three three legendary elf druid at uncommon it says creatures you control with plus one plus one counters on them have trample and you can pay four and a green and tap this thing to create a zero zero green and blue fractal creature token put x plus one plus one counters on it where x is the number of differently named lands you control man big gap between two and three there huh yeah because if you if you're spending five mana and tapping it to make a three a three three and then it has trample who cares about that really uh i mean mostly it's just a three man a three three with a pretty solid activated ability that you're i would say most games are limited you're not going to be activating that ability too much but when you do it's going to be good definitely it's a nice it's a nice ability to have for sure for sure and if you just have one random other land even if you're just straight up let's say quadrics or whatever you know now you are making the three threes and if you are in the converge deck it does seem kind of absurd but as you said i mean the floor is high on this so i like amiel vaslan's romer at like at least a b i would say b because i think most of the value is in the in the three mana just three three part but then when when the other part comes out like that is a that is something your opponent has to respect for sure for sure and and it looks like there's no speed control on this either you can just like say go with all your mana up and you know they assume you're gonna make one of these things or whatever right so it's it's kind of even if you're only making two twos that's not not a zero um next up is shopkeepers bane this is two and a green for a four two badger pest it's common it has trampled and when it attacks you gain two life because it's a pest but bigger three mana four two trample attack gain two if you care about the gain it's good if you don't it's really not it's really not yeah that's that's basically what it comes down to i think pretty decent with the bite and fight spells here too um i think i would give shopkeepers bane a z yeah that seems about right like one of the things i'm liking of seeing a lot of these cards is we there's a lot of cards here that i wouldn't play in most decks but i would play in the decks that want them and that's that's a great place to be that is like that is that is what you want to see yeah it's interesting because you mentioned that there's a lot of these like pivot type cards that cover a bunch of different things and then there's some that fall into one home and that's that does make drafting a little more curated but without you knowing it right it kind of inception's you and it being like i drafted a good deck uh next up is thorn fist striker this is two and a green for a three three elf druid it uncommon it has ward one and infusion creatures you control get plus one plus zero and have trample as long as you've gained life this turn a lot of these ones that trigger that if you trigger them by attacking with a pest they they make things good for you this is another one of those yeah i mean this one looks like a beater it does i suspect thorn fist striker is going to be like a b- like it just looks like it it's pretty hard a little hard to remove yeah it seems it seems pretty good to me i like b- two next is topiary lecturer this is two and a green for a one two elf druid it uncommon it has increment and tap add an amount of green equal to this creature's power dang that is cool that is that is going to lead to some busted turn fours and fives for sure so if you cast this on three then turn four it's tapped for one man it's just to start with and if you play a two mana spell all of a sudden this now taps so you go turn three turn four play two mana spell you can still play a four drop yeah this looks pretty nice dude this is cool i like b plus for topiary lecturer especially for quadrics where the man is going to be really great yeah like they'll have a lot the x spells and places to put that mana next up is aberrant mana worm this is three and a green for a two five worm at uncommon it's got trample and whenever you cast an instant or sorcery spell this creature gets plus x plus zero and tell enough turn where x is the amount of mana spent to cast that spell yeah this reminds me a little bit of um the spectacular whale the the one four yeah they get plus three plus zero we're like defensively it's okay and then you know it's a two five is pretty good and then sometimes it's attacking as like a six five or a seven five so it's pretty good on on offense and tramples nice and good five toughness there yeah this looks like a probably like a c plus to me it does to me too that's a pushed card it's only four mana like that thing's gonna hit pretty good next up is hungry graphalon it's three and a green for a three four giraffe it's common it's got reach and increment but increment starts pretty high here right three three powers so you've got to cast something that costs four more to get even the first counter on it it looks like a d to me honestly yeah if you get one counter on this you feel okay about it but you're not five reach for four yeah that's true and you probably will but it's slow i don't know i do like a three four reach like that is a very good defensive stance you know for if you're trying to go into the late game and it attacks okay you know so i do like the stats but i don't know i just keep going back to some of the absurdly powerful uncommons that we saw at the gold slot and a lot of those i mean there's 10 of each at the gold cards that common and uncommon and we're even in the rares or mythics yet it's going to be tougher cards like hungry graphalon to to find a home i think in it yeah i totally agree next is pestwood sloth this is rude sorry pest brood sloth this is three and a green for a four four plant sloth and uncommon with reach boy flyers are in a hostile environment here against green when this creature dies create two one one black and green pest creature tokens whenever this creature with whenever this creature attacks you gain a life that's pretty dang good man this card's awesome yeah just what what are you doing anything in particular for this card to be good and uh it certainly certainly gets the job done if you're playing uh the wither bloom what was the stupid spider that we played in like i think it was in like common and uncommon cube for a while but never spider with two four yeah yeah move over uh pest brood sloth welcome to the to the fold here um i would give it a b just on power level just on rate yeah definitely best fruit sloth looks great great to me zemones experiment three and a green for a sorcery at uncommon look at the top five cards of your library you may reveal up to two creature and or land cards from among them put the rest on the bottom in a random order put all land cards revealed this way onto the battlefield tapped and put all creature cards revealed this way into your hand cool very difficult to miss in a typical green deck and get in the lands right away is nice yeah this looks sweet this this the ramp part really makes it makes up for the fact that you're spending turn four maybe not doing that much you know right and i mean i guess the best is just a split get one extra land and then stop you don't get the spell that you want to cast with it but i mean if you revealed land land land creature creature you could just put two lands onto the battlefield like if that's what was the most important thing yeah i mean i you know these type of cards come at a pretty steep cost it's going to be one and one that's that's the ideal yeah i i think i would say c for zemones experiment i like c i don't think you need to go much lower or higher uh additive evolution is next it's five man a three green green for an enchantment it's uncommon and it says when this enters create a zero zero green and blue fractal creature token put three plus one plus one counters on it and at the beginning of combat on your turn put a plus one plus one counter and turn your creature you control it gains vigilance until an of turn this is nice dude really nice that's a combo with our tender too that i was remember we were talking about uh cards that could give you uh plus one plus some counters like over and over again for the fractal tender well here you go you need two uncommon that both cost five mana but you can do it yeah but i mean just base level this is a five mana four four that leaves behind an enchantment that gives you pretty significant value definitely and you you don't even have to put the fourth counter on that same creature yes i like this card additive and it illusion looks that's nice super good um i would say b plus for additive evolution like a decent starting spot and like said a really good leftovers i mean it's just the kind of card that like as long as you're not losing as long as you can survive a bit i think it will end up uh paying you off nicely like you you'll you'll feel it i mean i i'm not saying a plus and plus one counter every turn is like oh yeah you can't lose but it's like plus and plus one counter and vigilance means like just a lot of a lot of boards are going to get pretty good for you totally and it gives you that inevitability too like just keep creak just stay alive and keep some creatures on the board and this thing will take over next up is tenured concoctor this is four and a green for a four five troll drew it at common it has vigilance so five mana four five vigilance and whenever this creature becomes the target of his polar ability an opponent controls you may draw a card and it has against repartee yeah it's a reverse version and then it has infusion this creature gets plus two plus zero as long as you've gained life this turn that infusion is like oh man we got to put infusion text on this what do we do yeah plus two plus oh yeah it's like the filler filler infusion text this is good like that's a common bro four five vigilance with two extra abilities yeah you know experience tells us to go c minus d plus for a card like this i go a little higher i'll go c c minus i'll go on the high end of our like these cards almost never you know crack into the c plus b minus range they do every once in a while though but i start c minus on tenured concoctor what do you think yeah that sounds that sounds legit to me next it's oh it it is nice that when you play this there you know they have if they have removal like they're they're not gonna they get off easy like you do get to punish them for it exactly next is snarl song this is five and a green for a sorcery it uncommon it's it has converged create two zero zero fractal creature tokens put x plus one plus one counters on each of them and you gain x life where x is that's right the number of colors of mana spent to cast this spell i mean it seems like a good converge payoff but like are we convinced that converges something that you can consistently do or do at all i think it probably will be a deck because they have a lot of converge cards in here and this looks like a pretty well tested it does it has that that vibe already so i don't i don't have a strong reason to think that converges like not gonna work out but they are just clearly just straight up buildarounds like you know this this is this is not a card you would just casually put in a deck no so we'll have to kind of see how that plays out i'm assuming that the converge cards because they all look to be pretty similar power level like if you cast this for four you get four life it's two four fours and four minutes huge it's it's i mean this one's a little stronger than some of the other ones but yeah i would say they're mostly like in the like if you're doing it they're like in the b2b plus range which is kind of where you want your buildarounds to be yes yes especially because other decks presumably won't want this i mean this does get kind of interesting six mana two two twos gain two not that great but if you are splashing if you have the ability to make any other mana i think you're already there at two three threes gain three life for six you know at least as a passable bar if and if four or five i mean i think this card's like a b plus so i'd give it a build around b plus because that's where i expect to see it yeah that sounds about right to me okay so what do we have white still and then and then a very i think a very small handful of of colorless and lands um because again the gold cards kind of eat up so much and it's not like this uh first white card is called daydream it is white for a sorcery at uncommon it says exile target creature you control then return that card to the battlefield under its owner's control with a plus one plus one counter on it and you can flash this back for two and a white key thing here though louis this is a sorcery yeah it would be busted it would be really really good if it wasn't but uh yeah how good to how good is this i think it's probably pretty good feels feels like a flash i think the flashback cards are generally just pretty good in general and then i feel like uh this is gonna i don't know do enough stuff that i think that you're gonna be pretty happy with it overall yeah i mean what's the what's the joke here i flashback for lore holds good but like just etb's etb's mostly it's a plus one plus one counter as well so it's a pump spell okay it's a pump it's a rep arte it's like you get to target yeah multiple times so i think it's over cool might actually be better for this so you would like attack and then like post combat blink it and then you get it untapped with a counter and you get your trigger from repartee or something yeah because it's a sorcery like you can't or you just repartee trigger repartee that you want on a creature that's like not attacking yeah and i think that that that all that could probably work out that's enough that's enough meat on the bone for sure um c plus for daydream yeah like c plus like can't get into this card looks to me like a card that could be common and again you know if that's the case like what what yeah what is happening yeah actually you're right yeah so it's probably a b plus next is dig site inventory this is white for a sorcery at common it says put a plus one plus one counter on target creature you control it gains vigilance until end of turn and it has flashback for white yeah similar like this looks to me like if you're doing the lower hold thing or you're doing the silver quill thing then you you probably want to play these cards is this better than daydream depends on your depends on your deck i think i think it has daydream is much higher high end but yeah this this could totally be better because this is like you get to do two triggers the same turn and i mean easily and attack which seems good um i would give this a see build around c yeah that sounds legit next is elite interceptor this is white for a one two human wizard it's common it enters prepared and its spell is called rejoinder which is one in a one in a white for a sorcery you may tap or untap target creature draw a card man we are three cards into white and they all are rip arte specialists i like elite interceptor a lot i mean man who doesn't who doesn't like three of an inspector right totally and this one it affects combat yeah wow yeah i mean that looks like a very solid c to me it might even just be as actually i would give it a c plus for elite interceptor give it a complex for sure dude for sure one mana the only thing is it's a clue that if this thing dies you don't get the clue anymore so like you do have to keep that in mind but yeah i mean i i think that the elite interceptor looks like a great comment to me i agree and also like let me outline the scenario you play elite interceptor they use a removal spell to kill it like who's really behind in that transaction right like yeah i sure you didn't get your your spell but they had to use a removal spell on your one drop like you're pretty happy next that that card's gonna do serious work i'm already scared of it next up is graduation day this is white for an enchantment it uncommon it has ripartee whenever you uh put a plus and plus on counter target so wow put a plus and plus on counter on target creature you control for ripartee it just sits there and does that yeah this looks this looks great it does not spot you one however no but like having this in play seems like it's gonna be pretty strong i agree this just seems like a nightmare and from what we've seen there's lots of support for ripartee i mean not only the first three cards in white but the ones from before too so i mean if you if you were starting with uh with with this like if your opponent plays this on turn one you're just gonna be like oh my god this is gonna be annoying totally i you know the downsides to these cards are very significant they're terrible top decks like him and they often don't do what you think they're gonna do because you kind of put them in this you know best case scenario type thing but for me i'm gonna you know how nor i often have the thing where like you got to prove it like i want yeah i'm gonna be the opposite i'm taking and playing graduation day and i will be the sacrificial lamb if it's not as good because it just looks really good to me and this deck looks really good to me too i give it a build around b yeah i like graduation day build around b and honestly the builder is just be silver cool i don't think exactly i don't think you're gonna have too much trouble if you're if you're silver cool of making good use of this exactly next is interjection this is white for an instant it's commentaric creature gets plus two plus two and gains first strike in talent of turn so we are now five cards in and they all either enable or care about ripartee yep well to be fair we we also do it in order of casting cost and one mana spells are where you put a lot of these okay still five for five bro great point he says five for five this combat trick looks fine i would give it a c-minus yeah sounds about right i mean it's this is kind of pushed that you have a little pushed and it's in a set that cares about it a little bit more it's good card uh next up is ennis debate moderator this is one and a white for a one one legendary human cleric at uncommon and when it enters exile up to one other target creature you control return that card to the battlefield under its owners control at the beginning of the next end step and it says at the beginning of your end step if one or more cards were put into exile this turn put a plus and plus on counter on ennis another blink card another card this plays nicely with the other blink card too if you know with with that if that ends up being what you want to do uh also just two mana for a one for basically a two two blinker yeah and that seems pretty reasonable to me does i'd give ennis a b yeah i like b for ennis that's a great way to start a game or or to fill out the middle part of your curve where you free something up or whatever and he just keeps going yeah i mean you really what you want to look for when you've got ennis is you want to look for uh just you know good etbs and then you can you can you can go pretty hard i would imagine yeah uh next is group project this is one and a white for a sorcery at uncommon create a two two red and white spirit creature token and it has flashback but there's no mana associated with it it's tap three untapped creatures you control nice this card is awesome dang that's really sick the trick with these ones that let you tap things like this is that you can often do both modes both things in the same turn yeah and this is going to be two mana for two two twos a lot of the time because it already again spots you one because this one so it's really not that hard there yeah that is dope um i like b for group project definitely easy easy b next is harsh annotation this is one and a white for an instant at uncommon it says destroy target creature that's the good news bad news is controller creates a one one white and black inkling creature token flying yeah i'm not loving that to be honest no no i just these every time these fail yeah they have not found the lower limit of a creature that you can turn the thing into that makes these good and this turns it into a good creature like arguably upgrade some creatures yeah still they can be a catch all they can be i don't have any other removal they can be good against certain bombs or whatever but i would give it a d like or d minus you should not be playing harsh annotation quill blade laureate is next this is one and a white for a one one human cleric at uncommon it's got double strike and it comes prepared and it has the spell of two fold intent which is a one and a white sorcery that gives target creature plus and plus zero and double strike until end of term which really makes you want to cast it on something other than it but i think which i think is the idea but it yeah two man and one one double strike isn't even that far away from a card i'm interested in no it's it's actually right pretty close isn't it and uh as a result like i i think i would be pretty happy to just put this card in in the deck and and set up some big attacks with two fold intent and set up yet more repartee um i mean i probably give it like a c plus i i don't i don't think we're quite quite b level but yeah i'm with you um next up is rapier wit this is one and a white for an instant at common it says tap target creature if it's your turn put a stun counter on it and draw and then you also draw a card yeah it's i mean two mana to stun something and draw a card or tap it and draw a card i'm fine with both of those things if it's your turn put a stun counter on it was interesting that's interesting uh so that's to make it it basically i i think effectively it's to make it so like it's not uh it's not two mana tap draw and put a stun counter but you have it's give you some interesting optionality yeah it's it's funny the what i'm actually thinking is is that like maybe i don't want this done i i guess it's just you're gonna target your other stuff all the time but you know i i'm just trying to think of it in terms of repartee you know but whatever um sure uh this looks like a d plus yeah there's nothing really to complain about but it's not not that impactful and there you're i think you're hoping for better ways to to get this stuff going like yeah you're gonna end up cutting this card at some amount of the time i wouldn't i would imagine the problem is is it like if you want to get repartee going then you're gonna do your own combat tricks if you want a removal spell you're gonna try to draft removal spells not this thing yeah next up is shattered acolyte this is one in a white for a 2 2 dwarf warlock at common it has lifelink and you can pay one and sacrifice this creature to destroy an artifact or enchantment common by the way it's like i mean here's a question should i put this card in cube like seriously like they push it we we've got a bunch of the two twos that sacked to destroy artifacts and chamber now they just has lifelink obviously this card's good it's like a c plus or something yeah i think it's a two-minute two-two lifelink is really nice it is c plus for shattered acolyte it maybe takes a small hit because this isn't a set that's all about artifacts or enchantments that those are not core themed things but still they're around next is stone docent it's one in a white for a three one spirit chimera it is common and it has white exile this card from your graveyard you gain two life surveil one and you can only activate it at sorcery speed i mean it's a perfectly powerful card but like lowerhold wants it trade it for something and then exile it and get a trigger is that the joke um i mean it's certainly a lowerhold card the question is is it a good enough one two minute three one that later you can gain life surveil to and obviously trigger all your stuff that's like the the big part about that yeah i think i would be in for that okay a playable two drop you'd call it yeah so a c minus i would give it a c minus like i think that you're probably gonna play this more often than not in lowerhold and you're probably not going to play it uh when you're silver quill and you won't always play in lowerhold but if you have like three or four things that care about graveyards like it's a two man of three one like you totally find card next up is alan historian this is two in a white for a two three bird cleric at common it's got flying and it says when this creature enters surveil one and whenever one or more cards leave your graveyard this creature gets plus one plus one intelligent of turn baby i'm alan for you um yeah i mean it's it's it's a pretty good card three two three flying surveil one like how spoiled are we can seriously turn that down i just like i know this card's gonna be a d plus or a c minus or something but i just read it and i'm like well i can't not be but yeah yeah it's just i can't find anything to complain about c minus for alan historian is where i'm gonna land yeah that's fine i'll i'll go c minus rehearsed debater is two in a white for a three three gin barred at common with vigilance and ripartee um if this creature gets plus one plus one intelligent of turn filler filler the dealable filler the filler uh next is soaring stone glider that's two in a white for a four three elephant cleric at uncommon this is an additional cost to cast this spell exile two cards from your graveyard or pay one in a white so it's either five mana or two cards away from your graveyard in three mana and it also is flying in vigilance this is a three mana four three flying vigilance that triggers all your lower hold stuff or cost two extra mana i mean this card looks awesome like it's it's just not going to be hard to make it work in either way you you want it to work like both in terms of enabling your graveyard stuff but also just like being a big flyer and i feels like it's going to combine really nicely to do both does that seems man when you do all of the things it's going to go off um um also elephants are cool um what what do you think like probably like a b b right it just seems like a premium lower hold card it does spirit call enthusiast is next it's two in a white for a three three cat cleric at uncommon uh it says whenever one or more tokens you control enter this creature becomes prepared and it's a spell is scroll boost which is one in a white for a sorcery that says one or two target creatures each get plus two plus two until end of turn man they have laid that on thick it feels like every single one of the white and even many of the black bonus spells or whatever you call these are like all just target something to make it a little bigger so i think the real question is gonna is going to end up being like how good are the repartee like yeah because this the enables we got the enablers here we're no shortage there yes i agree that is exactly what i'm wondering and you know we'll probably see we've seen a little bit at common but i mean the uncommons and up are where that's i think really gonna shine um this card seems really solid though i mean it's a three mana three three the tokens thing is a little bit of a steeper hill but i just view this extra spell as such a free roll it's not you know entirely needed um that said you know i'd give spirit call enthusiasts like a c maybe like maybe even a c- like three mana three three if you're not really making tokens it's not that good yeah i agree next up is stand up for yourself two in a white for an instant at uncommon destroy target creature with power three or greater sure that's pretty good it kills most things i would imagine instant speed c plus for stand up for yourself yeah kind of designed to um i i think you're gonna be largely pretty happy with this card i agree my guess eager glyph mage is three in a white for a three three cat cleric at common it says when this creature enters create a one one white and black ink clean creature token with flying man the filler is pretty good these days this is not filler this is the best white common so maybe i i mean we'll see but it's really good four mana for a three three plus a one one flyer that that's that's fine don't get too excited all right bro have you read some of these cards yeah no i see i hear what you're saying but it's good it is really good it is pretty great would you give it a b or a b minus i was gonna say c plus but i still think c plus okay but but it i think it is quite good it is very good i mean it's just yeah i am numb now to how insanely good these cards are um honor bound no that is fair that is fair i hear that but yeah it is but this kind of card is always the best card it is you're right it's just the ones that just ask nothing of you and just give you this is flying like it is crazy that is just crazy um honor bound page is three and a white for a three three first strike prepared cat cleric at common and it has forums favor guess what it does louise it's white for a sorcery does target a creature creature gets plus one plus that one gains flying until end of term i mean they just throw this stuff around it's crazy first it's a three three first strike and and it doesn't it comes prepared so you don't need to do anything else and gives you a half decent combat trick in a set that really cares about it for one of the schools i yeah these are just nuts i i guess i still just go c plus on this as well in silver quill it probably is like a c plus plus or a b minus or something but yeah i i would say yeah i i think that that's right i think that it's probably like cdc plus is is my guess you see what his sword is there it's like a fountain pen oh it's like a pen yeah yeah that's good ink shape demonstrator is next it's three and a white for a three four elephant cleric at uncommon it has ward two and repartee whenever blah blah blah this creature gets plus one plus zero and gains lifelink until end of term i like this this is a path because yes when you when you've got this going you can just you can just end up in a spot where you're like getting basically all the tempo you've lost by casting like combat tricks and stuff you're getting it back by far by getting the lifelink absolutely and ward two goes so long again this is that combo you pointed out earlier louise for toughness ward two on a four drop yeah that makes it very difficult to untap and kill that's card sweet i like b for ink shape demonstrator yeah i would give it a b this looks this looks great maybe even better in silver quill specifically summoned dromedary dromedary this is three is oh yeah yeah yeah uh three and a white for a four three spirit camo it's uncommon it's got um vigilance and it has the activated ability one and a white return this card from your graveyard to your hand wow activate only as a sorcery that is annoying so is this better so we've had this type of card where it's like a two two for two that you can bring back right this one's a four three vigilance that you can bring back but it costs more mana does that make you more excited about this card way more excited okay because it's just a real spell like a real full-on thing yeah well there's two things going on one is that it also is only two mana to return so like the power level is just straight up higher but more more than that though i think that the the fact that you can you get so much more out of this that trading it off it's a real card they have to do something about it and then you trade it off and you play it again and like that that seems like it's going to work out really well it does to me too i mean you could very easily just get into a loop where you're just paying six mana to put this thing back on the battlefield and unless your opponent has flyers they are not in a good spot yeah that's cool uh what do you want to give it like a b i would give this a b like look there are some ways you can exile it you can put a you know a negative enchantment on it or something you can play a five toughness creature and i guess block it you know vigilance too so it just goes in but some amount you're playing red black your opponent cast this on turn four and you don't have the common exile right and what what are you thinking at that point you're thinking like god damn it yeah how am i going to get through this thing yeah probably the only thing that keeps us in check is the three in a black exile at common like yeah i mean there's a couple other effects across the the board but yes i totally agree yeah sweet i like that card next is a johnny's response this is four in a white for an instant it is common it says this bell costs three less to cast if it targets a tapped creature and you can destroy target creature yeah these these play out fine these these are all good these are always just fine i would give a johnny's response a c yeah i agree reasonable removal next is ascendant dust speaker this is four in a white for a three four flying orc cleric this is common and when this creature enters put a plus and plus one counter on another target creature you control and at the beginning of combat on your turn exile up to one target card from a graveyard dang man yeah these just do so much five man a three four flying you do have to put the counter somewhere else so you can't just make it a four or five flyer like boohoo and then it either enables your lower hold trigger or starts chewing up their flashback cards out of the yard or whatever at common this this does not look like a common it really doesn't look like a common i'm gonna give it a c plus just because it it something has to give i can't do any words yeah it's just too many too much text on it i'm gonna go c plus for ascended dust speaker yeah i like that last white card is primary research this is four in a white for an enchantment uncommon when this enchantment enters return target non-land permanent card with mana value three or less from your graveyard to the battlefield and it says at the beginning of your end step if a card left your graveyard this turn draw a card cool sweet lower hold playoff because i wouldn't want to play either half of this on its own no no not that close honestly right but put them together in a lower hold deck and i'm in it's good at milling it's good at putting stuff in the yard so you may even get like a a target you know kind of for free in your graveyard and then this can definitely become a grave excuse me a card advantage engine if built around yeah i'd give it a round i'd give it a build around b yeah i think so if you if you're getting two cards out of it right away like you're you're you're definitely just in the money at that point totally and it and it becomes a really difficult card to deal with three opponent okay let's see what we've got for our artifacts and uh lands it looks like there's yeah just a handful here um first artifact is called diary of dreams this is two mana for an artifact book as louise mentioned before apparently some things can be is jammed you tell them a book now it just has to be right if it's not i don't understand what what's right right but now it's just like really don't mess with my jammed at home anyway two mana artifact book uncommon whenever you cast an instant or sorcery spell put a page counter on this artifact and then you can pay five mana tap draw a card but this ability costs one less to activate for each page counter on this artifact i want this to be good really badly yeah so like where's the inflection you have to get this to like two mana to draw one mana to draw yeah it does become tap draw card at some point i mean dude like there already is a framework for this type of thing it doesn't really fit right like we've seen that the prismari deck that is best at doing this there's two that care about it but that's the one that has all the like cheap cantrips and stuff you know it's really looking to put out those creatures that get big and beat down it's not looking to sit back cast a bunch of spells get cycle through your deck and get some card advantage off of a card like this that said it may still just be worth it to throw this in there or and or you could build around a version of it that's a little less towards the aggression and a little more towards the the value side of things in which case dire dreams would be really good i think yeah i think that there's a this looks like a build around b where like if you have a good controlling deck maybe a converged deck with tons of removal or something yeah yeah like you could you you could imagine you could imagine this card working but i don't know that it's going going to work yeah i like build around b and and that feels a little optimistic from us next is mage tower referee this is two mana for a two one artifact creature construct it's common and it says whenever you cast a multicolored spell put a plus one plus one counter on this creature cod no no no i'm out no for a two one like yeah no thank you i'd give that an f i'm not playing that card um what do you think f no no no shot louise calls foul page i mean the the the only defense is that it's a two mana two on which some decks are like so desperate for that sort of thing but yes it's a the ability is just not good no and the argument would be you've made some drastic errors if you're like i need this two one in my deck uh next is page loose leaf did you know that a leaf is two pages yeah it's like where they kind of fold it over uh two mana for a zero two legendary artifact creature construct at common it taps to add colorless and it has grandeur uh discard another card named page loose leaf and it says and if you do so reveal cards from the top of your library until you reveal an inciner sorcery card put that card into your hand and the rest on the bottom of your library in a random order so that acts as a way to not get punished by having multiples yeah it's a two mana o two mana dork yeah that's not that's not nothing no it's not like would you put this in the quadric stack you know that that really does does like to you know and then if for some reason you ended up with two of these it is a common um then you could just pitch one to to dig up an inciner sorcery yeah i mean i'm not saying that i would be like the most thrilled to play this card but it doesn't seem crazy to to want to play it no it doesn't especially in a ramp deck yeah you know it looks like a c-minus or maybe even a c to me i like c-minus i think yeah that's that's probably where i would go with that one next is potioners trove this is three mana for an artifact at common it taps to add one mana of any color or you can you can tap it to gain two life but only oh yeah only activated if you've cast an instant an instant or sorcery this turn that's interesting actually i mean tapping it to gain two life a turn is pretty nice yeah if you can find if you can consistently you know cast something tap it to gain the two life flash it back gain the two light like that adds up i mean does this seem like uh only for the converge deck to you i wouldn't say that but if you if there is a controlling prismari deck that has a lot of removal and spells and is trying to do that a thing that ramps you and then just tap game to life like if you stabilize at six then all of a sudden you start to get use this thing like you you could make it you could you know have it get out of grasp for your opponent for sure right and that and you know there comes a point in the game where you've done all this setup but your life total can get low and if you're now cast this gain two life flash something back next turn gain to like that that can get you out of that range so it actually does serve a reasonable purpose in those type of decks also any deck that you're taking a turn to cast potion or strove probably is interested in some like life gain later because you're gonna get yeah i would imagine so i mean it looks like a d like this doesn't look like the type of card that you just throw into any deck but i i could see it seen play i i'm interested this look i actually think it's great that we've given a lot of cards these like c slash d situational grades that means this is going to be an interesting format definitely i have a lot of questions yeah so it's like yeah i i would rather i would rather it not just be like oh yeah this card's an a this card's an a or all these commons are c's to b's like they're all looking great and it's like well that's not actually what i hope for you know agreed and what you said before about how some cards seem to slot into a thing and some cards are you know kind of pivot cards there's a lot of potential here i'm excited for this one next up is Strix Haven sky coach this is three mana for a three two vehicle artifact obviously it is uncommon it has flying i'm going to get that crew costs in there now crew cost is two and then it says when this vehicle enters you may search your library for a basic land card reveal it put into your hand and then shuffle oh yeah yeah i've been for this we're in for this one yep this this is card advantage you know the where i've landed on vehicles like this when they're kind of just scattered in is like if it can be that the vehicle isn't the focal point of the card or the you know most important thing and the crew cost is one ideally or maybe two but not above that then it's like it's in my it's in range for consideration and this one you know clears that bar it's reasonable yeah i'd still give it like a c like neither side is very good right a three a three two flying crew two is not is is mid and it doesn't put the land onto the battlefield like it just gets you a land in your hand yeah i mean that is not great either yeah i i think if you play a two drop with two power and then you can play this and uh and then crew and block like i feel like you'll you'll be pretty happy that is part of a very good curve i agree uh what would you give it i i said c yeah i would give it a c plus i think okay it does just enough to get it over the line it's just slightly better than that yeah i agree next is uh biblioplex tome keeper this is four mana for a three four artifact creature construct at common and when it enters you choose up to one of these two choices you can have target creature become prepared and it notes that only creatures with prepare spells can become prepared because how do you mark it like then it's not a counter right it's like it's just a signifier of some sort so yeah i think so and then it's or it says oh man that's rude target creature becomes unprepared you lost your homework yeah that's great yeah it was really funny i would give this an f though i don't think i want to play this no i don't think that's what i don't i don't think that's what rat and then we've got three avatars they're colorless but not artifacts it looks like the one is called rancorous archaic and this is a five mana avatar it's a two two at common it funny enough has trample and reach but it also has converges creature enters with a plus one plus one counter on it for each color of mana that was spent to cast it so you could have yourself a seven seven trample reach here so the first question louise is is this playable outside of converge like a specifically a purpose built converge deck i don't i don't think so i don't think so either it is a four four trample reach most of the time i just don't think that we really care given the bar that this set has for creatures yeah i just don't think that that's a great deal right so if that's the case then we're going to give it a build around grade and add a common for a converge deck especially if nobody else wants it you know that's a that's a c right like yeah that's exactly right yeah put it card you could get next is sundering archaic this is six mana for a three three again avatar this one's uncommon though this one has converge when it enters exile target nonland permanent an opponent controls with mana value less than or equal in number of colors of mana spent to cast this creature it also has the activated ability to put target card from a graveyard on the bottom of its owner's library it's still a six mana three three no matter which way you cut it though and you want to and you're if you converge for like three or four it's pretty good converging for two is still fine but you're not obviously excited about that three does seem to be the the key and i gotta say if i'm designing converge cards that's exactly what i would do i would be like if it's too good at two where everybody can play it then it's just gonna get swept up so make it free and make them either stretch for it or just give it to converge deck entirely i think that that's that's where they're at with that is my guess it's great i think that's i think beautiful again i'm getting confidence that the designs here are good this is feeling really well designed early i gotta say vibes are good um so i mean i guess one question is if i take this card put it in my uh two color deck otherwise is it worth trying to produce another color of mana to make this good because i don't think you could quite pay six mana for a three three that gets rid of a two mana card i don't think you can quite do it i don't think you can either and i don't really care too much about the like the the activated ability yeah good for lord hope maybe right so who cares but so yeah so i mean i think that this would probably fall into the converge deck category and if you know in that deck this is clearly awesome right like i would give it an a maybe an a minus but there is a converge deck here there there just clearly is yes there is because we know one more converge card to look through two and in this good one too right and in that deck this card is a windmill right yeah i would give it an a minus for a build around a minus for converge deck and i would play it if i could easily make a third color of mana i think in most decks it is still a six mana three three uh next one is called transcendent archaic this is seven mana for a six six avatar again uncommon it's got vigilance and converge you draw x cards where x is the number of colors of mana spent to cast this spell if you draw one or more cards this way discard two cards and once again we see that inflection point be at the three spot where you're actually profiting yeah i think i think if you're just the same description this one's at least not a disaster if you draw two cards to be honest it draw two discard two is okay seven seven for a seven mana six six vigilance draw two discard two yeah you're right because you you've already played this the next turn you get to untap and use those cards i mean assuming you have at least one card in hand because when you're at that mana level having one good card to play is like pretty much all you need exactly and lands are terrible at that point generally yeah so okay they're basically free so i'm not taking away from everything we've said about converge but i do think it is kind of funny that it is true that uh you at two most of them aren't good but this one actually seems like it would be fine at two okay so then then the question becomes in the converge deck how good is this and it's like a b plus a minus b b b b plus i mean b plus honestly it could be an a minus like imagine you cast this and you draw four cards and you have a six six vigilance the next turn you're gonna have a great play exactly or even five i mean if we're doing converge you sure well might as well sometimes do that yeah so now you're up three cards with filtering like that's nuts so i would say b plus build around b plus but here's the other question like do i put this in my quadric stack i can ramp it out i can get it down on turn six i get a six six vigilance that draws two discards too is that worth it no probably not i think quadrics probably will have better things to do is my guess okay that's just my guess yeah yeah these are difficult um so build around b plus slash a minus for a transcendent archaic in the converge deck and then probably not going to see it outside of that okay for lands we've got a cycle of dual lands here these these are what are they intertapped didada and then they have activated abilities surveil lands okay forum of am amity is the first one and it looks like the formula uh follows for all of them so this one is the black white one it etb's tapped it taps for black or white and you can pay two black white tap it to surveil one and there's one for each of the core color pairs that we mentioned they seem great these are common by the way fantastic so it does make the converge deck harder that it's five lands instead of ten not that i expected there to be totally should be just five but it is going to make make that a little bit tougher you know it also makes it harder that they're good yeah um it does make it interesting though if you're quadrics and you pick up a titan's grave are you you know dabbling in the titan's grave is the black green one are you dabbling in converge you know these are questions for down the line but uh these are like these are like at least a c plus right or maybe at most maybe they're just a c plus these might be like a yeah they might be closer to b minus honestly if you if you if you're thinking about like do i i i know i'm quadrics do i want paradox gardens or like a playable like it better be a really good playable seriously it really seriously because our man is so bad and there isn't much fixing here we saw a few in the colorless space but it wasn't the kind of stuff that you want to throw into every deck so these are going to be at a premium c plus b minus level for each of these surveil lands there are two other lands there's an uncommon called sky coach waypoint and it taps for colorless also has activated ability three tap and target creature becomes prepared i just feel like we're going to be focusing on the cards that either come in prepared or that you can reprepare easily like landfall and stuff and not trying to shoehorn in these colorless lands i just haven't seen a prepared card and i mean we haven't seen the rare yeah yet exactly but i would assume that this is an f yeah maybe two i think that that's that's probably and then this is important there is tera morphex spans in common so land uh it doesn't make man on its own but you can tap in the sack it to search your library for a basic land card put it on the battlefield tapped and then shuffle you know this is the type of card that like the converge deck is going to absolutely have to prioritize i mean there's just not that much you know land based fixing in this set i mean i'm really excited to draft the converge deck and i feel like you probably want to draft it fixing first agreed and then and then pick up the stuff later yeah and and it also may be as simple as fixing first wheel the converge cards get everything on the last two packs like that could totally happen too it really feels like you know converge is going to be like a one person per draft probably thing but but tera morphex you know i would at least give it a see here i mean there's just not that much much fixing and it's always important to remember that your mana bases in limited start out bad we are used to nine eight split and being like well it is what it is but what it is is not good so any duels or anything that you can use to help smooth that out will at least get you approaching okay compared to you know what you would really hope for to be able to have both your colors in a timely fashion so cc plus for tera morphex experience yeah i think that's about where it's going to land like you really just have to it's a high bar to not take lands in these in this kind of draft for sure dude this set looks sweet yeah i'm excited this looks this looks really good it looks really good i can breathe again it's it's it really we mentioned at the top of the show but it's the thing i want to leave the the listeners and viewers with which is the the breathing room on five colors is just so profound after we're coming off of a set that was that didn't have that that was still a good set like tini's mini tutorials was totally fine um but you could feel it that that they just they made five archetypes but it just didn't get to really breathe and you can really feel it here that they got to go deep on these archetypes um because of all the extra card slots that they had to work with yeah i'm i'm most excited by converge in the the the the prospect of like crossover synergy where yeah it just is it and maybe we don't know we'll have to see i mean it's actually literally our job to figure this out uh there might be there might also be some like kind of nice little uh like you know blue white might be a deck in some capacity you know we don't really know what that looks like yet right there could definitely be some sneaky archetypes in here for sure yeah i've been doing who's to say there isn't right so right yeah i'm excited to see how how that's going to end up looking to i am too hopefully this uh set review is useful to you as the listener that is all of the commons and uncommons in this set really exciting and the set hopefully will live up to uh original strict saving because that was a great set too uh that's going to do it for this one if you want to find us on social media marshall underscore lr and louise's lsv pretty much everywhere you can find everything related to the podcast at lrcast.com including links to all the old shows any old set reviews anything that you want to listen to there as well as don't forget louise's youtube channel you can find the link to that right on the front or just search for lsv on youtube and you'll find him for daily drafts of varying um formats and cuting primarily few drafts you can say varying quality no no no they're all they're all a plus one way or the other but yeah cube is the primary but you know he will also i'm sure you're going to dabble in some um secrets of strict saving on there too oh yeah oh yeah most definitely so when that comes out you'll be able to see that as well over on louise's youtube channel we also want to say thank you to everybody who supports us over on patreon as well as ultimate guard for their support of the show if you need to pick up some sleeves play mats deck boxes all that kind of stuff make sure you check out the products on uh ultimate guard.com as they make the best stuff in the business that is going to do it for this one thank you so much for hanging out with us we'll see you next week you you totally changed what i was going to say because you talked about the products and you've seen the the mcdonald's yeah i thought it's not what i said that the ceo he's because he's like you know for those who haven't seen this he's there's like the new burger the big arch burger whatever and he's like filming this little like kind of like tiktok video or he's supposed to be eating it and and you know there's a lot of ways you could imagine that going i personally would have probably tried to go in with some enthusiasm and stuff but this guy like it's it actually ended up working out really well for them i think but yeah it was really funny because he was like oh wow you know this is a great product like this product has you know he's talking about it like a product not like a burger which like a ceo person like the ceo mcdonald's and and and i heard this remix on tiktok where he's just like eat the product taste the product you know like it just because he kept calling it the product so now whenever i hear anyone say product i don't think of like that's so funny the product enjoy the product i thought of it when i said that too that's really second he said the product it was the first thing that came to my mind yeah totally he ruined that word for every time everybody it's it's too good and uh you know what i honestly think though like this is this is your job you're the ceo like i actually don't think it's unreasonable of him to take that approach because like obviously this spurred a bunch of uh kind of copycats to you know burger king did theirs and all that but people still really talk about the mcdonald's more than anything else and uh i think there's a pretty good reason for that so it went viral it went viral and as we know that's the the greatest good you can have so