Limited Resources 837 - Lorwyn Eclipsed Set Review: Rare and Mythic Rare
185 min
•Jan 22, 20264 months agoSummary
Marshall and Luis Scott Vargas conduct a comprehensive rare and mythic rare set review for Magic: The Gathering's Lorwyn Eclipsed, evaluating every card with grades and discussing their applications in limited format play. The episode covers strategic card evaluation, build-around mechanics, and how cards fit into specific creature-type focused decks.
Insights
- Cards in this set are heavily incentivized by creature type density, making deck construction decisions critical to card evaluation rather than raw power level alone
- Many rares function as build-arounds that require specific setup (champions, evoke elementals, flip cards) rather than standalone bombs, shifting the evaluation paradigm
- Mana fixing and color requirements significantly impact card playability, especially for hybrid and multi-color cards in a format with limited fixing
- The set's design encourages linear deck construction with creature types, reducing flexibility but creating clear power spikes when synergies align
- Flash and convoke mechanics provide significant tempo and efficiency advantages, making cards with these abilities overperform relative to their mana costs
Trends
Creature-type focused limited formats reward deep commitment to specific tribes over flexible multicolor strategiesEvoke mechanics with conditional effects based on mana spent create interesting decision trees and color-fixing opportunitiesDouble-faced cards with transformation mechanics are becoming standard design tools for providing multiple game plans in single card slotsHybrid mana costs enable cards to function across multiple deck archetypes, increasing their flexibility and pick priorityBoard stall scenarios appear more prevalent in this set, making board wipes and evasion mechanics more valuable than typical limited formatsSelf-mill and graveyard synergies are heavily supported, suggesting graveyard interaction will be important for both offense and defenseProliferate and counter-based mechanics create scaling effects that reward long games and resource managementKindred sorceries and creature-type specific payoffs incentivize narrow deck construction but provide significant power when conditions are met
Topics
Limited Format Card Evaluation MethodologyCreature Type Synergy and Deck ConstructionHybrid Mana Cost Design and Color FixingBuild-Around Card Mechanics and Setup CostsEvoke Mechanics and Conditional EffectsDouble-Faced Card Design and FlexibilityFlash and Convoke EfficiencyGraveyard Synergy and Self-Mill StrategiesBoard Stall Prevention and EvasionProliferate and Counter ScalingChampion Mechanic ApplicationsPlaneswalker Evaluation in LimitedRemoval Spell Efficiency and TimingToken Generation and Board PresenceMana Acceleration and Ramp Strategies
Companies
Ultimate Guard
Sponsor providing card protection products including sleeves, deck boxes, binders, and backpacks with premium materia...
People
Marshall
Co-host conducting the rare and mythic rare set review for Lorwyn Eclipsed.
Luis Scott Vargas
Co-host from Denver, Colorado providing expert analysis and card evaluations throughout the set review.
Quotes
"The floor of this card is already very playable and quite strong and you can view that extra block of text as kind of icing on the cake"
Luis Scott Vargas•Early in white card review
"If you ever give your creatures plus two plus two in a turn like it's a lot of good attacks there"
Marshall•Discussing Kin Binding
"This card is just going to deliver man and it's a 4 4 like that's that's tough to kill"
Luis Scott Vargas•Evaluating Goliath Daydreamer
"If they cast this card which they did against me once i i felt if i don't kill this i'm gonna lose"
Marshall•Discussing Champions of the Perfect
"The juice and the squeeze are very far apart"
Luis Scott Vargas•Evaluating Rating Schemes
Full Transcript
What is up everybody welcome to another episode of limited resources this episode number 837 my name is Marshall I'm one of your limited resources and joining me on the line all the way from Denver Colorado it's Louis Scott Vargas. Luis we've got a rare's mythics and even a bonus sheet to cover today for Laurel Eclipsed. So we're going to go over those in our rare mythic rare set review where we're going to go over every single one of those cards and we're even going to give them a grade but more importantly we're going to discuss them amongst ourselves in an attempt to help you get ready for your upcoming events drafts everything that you've got going on magic wise before we do we wanted to say thank you to everybody who supports this over on patreon it's patreon.com slash limited resources if you'd like to support us you get a thank you card and an LR sticker in the mail no matter what level you're at as our way of saying thanks and we really do appreciate everybody who supports us on patreon we also want to say thank you to ultimate guard they make excellent products to protect your cards your decks and even your whole collection think all the way at the sleeve deck box binders backpacks that kind of stuff they make really good stuff if you ever get your hands on a product from ultimate guard it really stands out the materials that they use right away you're like whoa this is nice and the designs are very thoughtful as well once you use them for a while you realize oh there's a place for my thumb to go here you know it works front and back they're tough they use magnetic clasp on a bunch of their stuff just a bunch of really cool well thought out design decisions that up that add up to a really great product if you'd like to check out their full line of stuff you can see it at ultimate guard calm and if you want to pick up one of their products you can do it at your favorite local game store or online retailer thank you ultimate guard we do appreciate it before we jump into the actual cards we are going to discuss them and we're going to give our takes on what we think about the cards but it's always useful to put a grade as kind of a punctuation mark on them Louise yeah so we use a grading scale it's an a through f grading scale with two sub grades and so starting at the top we've got our a's our bombs our game winners our cards that are good in many situations especially when behind and we're going to see a lot of a's in pretty much every rare myth of review that's kind of what rears and mythics are supposed to do right we're talking cards like the rise of so's and our legend of kuruk these are cards that actively pull you towards their colors so we're talking headliners for a set go to cards and reasons to be in a particular creature type in this case so we're talking cards like grand grand epic downfall or knowledge seeker seas are playable the pawns have limited pretty interchangeable and you don't see a ton of seas in the rare review i mean you see some of course but we're talking cards like badger mole or water bending lesson yep yep these are cards that are sometimes playable but you're a little unhappy if you have to run them they're mediocre a little too expensive a little too much setup so cards like tundra tank or cat owl platypus bear and then f's this is another category we'll see a fair amount of because there's a lot of rares that just really don't have any application for limited so we're talking cards like ruinous water bent or sorry fatal fissure trusty boom ring waterbender ascension just cards that are just way too expensive or just don't do anything our sub grades are side board cards which also you don't see a lot of in the rare review cards that we wouldn't play in the main deck but can be pretty good out of the sideboard and then lastly build around we do see a fair amount of these cards that by themselves they don't necessarily do much but they can do quite a bit with if you have a if you've built around them successfully yeah it'll be interesting too there's always the challenge with sets like this that are more on rails right where it's kind of like if you're let's say you're in goblins you know do you have a big incentive to pick up in some ways as many cards that just say goblin on it is possible and if you're in that then those buildarounds become almost trivial trivially easy but if you like pack one pick one it you know maybe it means that it's going to push you in a certain direction so we'll try to contextualize those as well as we go along we always change the color that we start with we are back on white so our first card up is kinscare sentry which is one in a white for a 2-2 kithkin soldier at rare it's got first strike and lifelink and whenever this creature attacks you may put a creature card with mana value x or less from your hand onto the battlefield tapped and attacking where x is the number of attacking creatures you control that's a pretty narrow ability but it does seem pretty scary I mean I was sold with 2 mana 2 2 first strike lifelink and the fact that sometimes it just gets you extra mana basically for free is pretty awesome one thing to note is the creature is attacking so you're not always going to want to use the ability even when you can't like imagine you could attack this into their 3-2 but you have a 1-1 yeah you don't really want to put it into play tapped and attacking so that's right just keep that in mind but kinscare sentry very solid b you're just always going to be happy with a 2 mana 2-2 lifelink agreed and it's and it's an important thing that you mentioned which is that the floor of this card is already very playable and quite strong and you can view that extra block of text as kind of icing on the cake right that you don't have to read that second block of text and go well if I can't take advantage of this then I'm not playing this card no no you are and especially if you're in white and especially especially if you're in kithkin next is Reese the evermore this is one in a white for a 2-2 legendary elf warrior white elves are black and green in this set this one's yeah this one's rare it has flash and it says when Reese enters another target creature you control gains persist until enough turn and I'm going to read persist because it's not one of the core mechanics it says when it dies if it had no minus one minus one counters on it return it to the battlefield under its owners control with a minus one minus one counter on it so this is you know a creature that is on the verge of death might get a little shot at life here if you can Reese in you know before it dies another and it also has an activated ability of white tap remove any number of counters from target creature you control at sorcery speed so you can reset that minus one minus one counter and kind of get it back to being a fully fleshed out creature again what do you make of this being in white you know kind of random elf warrior here well when it when it's when it comes to like rares and mythics then it's totally fine to just have kind of like these one offs so I don't think it's too weird or confusing or anything it just you know it's fine the card is good both of these two drops I'm going to try and cube by the way I think that they're okay and but Reese is rise that evermore definitely better I mean too many a tutu flash already has some kind of like oh ambush applications or whatever but more than that it's just going to save a creature the turn you play it and then later you can you can take the the counter off and it works with all the other things that have counters in the set so rise looks I want to say it looks kind of like an a minus to me just I can just imagine casting this saving like a three or four drop and then it just has utility in play it's just not asking a whole lot for me yeah the the only thing I'm wondering about is the fact that it's in white and I don't mean from like a design standpoint but I mean like the white like that isn't really doing the whole like put minus one minus one counters on my stuff right well there's there is the cycle of cards that come into play with some minus one minus one counters and you have to meet the conditions to take it off yeah this already kind of does that and this removes all of them in one shot yeah mostly it's just a really good trick like yeah you get to use this and and just save a creature I think that's a pretty good deal yeah I like b plus trending into a minus for Reese the evermore next is adept water shaper this is two in a white for a three four merfolk cleric at rare it says other tapped creatures you control have indestructible so you're getting a three man a three four and it's important that we mentioned kind of the baseline on these cards you know so far we've had a two man a two two first strike lifelink a two man a two two flash and now a three man a three four you know these are all pretty dang acceptable like you could throw not that much on these cards and have them be you know make the cut basically all the time and adept water shapers right there as well and it's a merfolk and it's on color and it cares about having things tapped which means you know if you have the ability to instant speed tap your stuff slash just attack this thing is going to do a lot of work yeah it's a three man a three four merfolk yeah you're just not that unhappy about that either so I like b plus for adept water shaper cards been good I like that too next is a planeswalker which we haven't had in a little while this is a johnny outland chaperone this is three mana so one white white for a three loyalty legendary planeswalker a johnny it is a mythic rare and uh this goes to the classic three activation modes and no static so plus one create a one one green and white kithken creature token wow that's that's really strong straight off the bat minus two a johnny deals four damage to target tapped creature still very good and notable that you get to keep a johnny around after that and the third is the ultimate as we call it this is minus eight so this this is pretty far off but it does say look at the top x cards of your library where x is your life total you may put any number of nonland permanent cards with mana value three or less from among them onto the battlefield then shuffle that's dude and this thing does come down early enough and produces chump blockers or some type of blockers or whatever that your life total could be really high yeah I think that uh a johnny is awesome I mean the the natural case is either either play this and make a kithken now you have a four loyalty planeswalker with a chump blocker so it's not that easy to kill or play this and just kill their only creature or you you you know you know reasonable case scenario you had a two drop and then you play this and whatever ability you use now you have either multiple defenders or you killed one of the creature plus have a defender and the ultimate might not be like the biggest ultimate in the world but even just the first two abilities I'd already played this and the ultimate does mean at some point it's like all right I'm at 17 and you didn't mess with my adjani I guess I'll just act this and put six or seven permanents into play maybe more right so I like I like a for adjani I do the fact that it's deal four to a tap creature means even if they have like a flyer that's beating you down this still is a good play in that spot when we look at planeswalkers we haven't looked at them as often anymore because there aren't quite as many being being printed often what we would have said it was like well how does this do against like a flyer and it turns out adjani does just just great yeah the other the other litmus test that we use for planeswalkers is does it does this plus one protect itself slash you know add to the board which it does and does its minus its immittal ability does it kill something or take some you know take a thread away and this usually does and that's on a three mana planeswalker I mean like you said it's not hard to curve a two drop into a three drop in a white deck like that'll happen all the time and you're gonna feel so far ahead I think a adjani outland chaperone is amazing definitely an A for me from that that is scary and it's probably going to be a groan test award winner next up is bridged clackens heart this is a double-faced card and this is like a cycle right for the core like I got the goblin version of this online I think that there's one for each anyway we'll figure it out as we go this is two in a white for a three two legendary kithkin warrior at rare and it says whenever this creature enters or transforms more than that in a minute into bridget clackens heart which is this side of it so that leads you leads you to believe that it can transform to something else and then back to this you get a one one cycle of two color cards that that swap back and forth and do something every time so this is the first there is a cycle okay cool yeah and this one gives you a one one green and white kithkin so when it etbs you get one and then when it turns back into this front version you get a you get a token and it says at the beginning and it's a three two at the beginning of your first main phase you may pay green if you do transform bridget these are some of the easiest to transform it's just wait till your next turn and pay a mana and it becomes bridget downs mind or dunes mind and this is a three two legendary kithkin soldier still but now it has the activated ability tap add x green or x white where x is the number of other creatures you control and at the beginning of your first main phase you may pay white if you do it transforms back into bridget clackens heart and you get another token so it spits out tokens and produces a bunch of mana and basically every turn you just pay to keep flipping it back and forth but you know even if we zoom out a little bit here louise we have a three mana three two kithkin that makes a kithkin on etb so you know even in worst case if they kill it you're still a bit ahead there yeah this card's great you could easily play this in like merfolk outside of kithkin was what i mean and because it's a three mana three two that plus a one one and that's just like a totally fine card but in kithkin it's quite strong because what you'll do is you'll play this next turn you'll pay one to transform it but you may be able to tap this for at least one mana because it made a token but probably two sometimes three mana and that means you can just easily justify swapping it back and forth or sometimes leaving it as the green side and just tapping it for a bunch of mana so i like b plus for bridget just a very strong card i like it i like it too and and it's you know it's right there within that a minus b plus range the only knock on it you know is that it's a too toughness creature so if they do have a removal spell they're going to be able to take care of it but you know they have to uh next is champion of the clack and this is three and a white for a four five kithkin knight at rare it has flash so four mana four five flash and it says an additional cost to cast this spell behold a kithkin and exile it so it says exile a kithkin you control or a kithkin card from your hand other kithkin you control get plus one plus one and when this creature leaves the battlefield return the exiled card to its owner's hand kind of a lot going on there louise um lot to like though right four mana four five flashes you know that's that's one step off of a flat out removal spell but this extra cost is is a real thing you know you you mentioned this on the review uh last week that you know this is a modified version of champion you know which which made you exile a creature on the battlefield this one allows you to take one from your hand instead so your opponent can have no clue that you have the ability to cast this but but that is a big cost right i mean it does make it harder to to do yeah and you know if this gets like locked down like uh you know i played a champion of the shore uh the murphock one and one of my opponents played the blue lockdown enchantment on it and it's like oh i'm not getting this other thing back like that that it it ends up being uh something like if they can deal with it like that then you know that you might end up having your investment kind of uh stored away unfortunately under the champion and sometimes you won't have the kithkin but obviously that's not like the most likely case mostly mostly it's that you just you end up kind of put it putting yourself in an awkward spot because you're going to remove a kithkin from the board or make it so you can't cast one in order to get your lord but in a kithkin deck that's just not that big of a deal and i guess counter spells are very good against this oh yeah counter spells also actually really do hose this that's that's also true okay high risk high reward i would call it right but i mean dang this thing pays you back i mean you know in a scenario where you know you can flash this in and block even if it were to die later you know you would have eaten one of their creatures and feel okay about the exchange um you can flash this in in the middle of combat yeah and give your home it's a combat trick it's a surprise blocker like it just does a bunch of different stuff and uh i think that uh the the fact that it's a very powerful kithkin card does exactly what kithkin wants and it's pretty flexible it's like an a in kithkin like an a- in kithkin and not very good outside of it you're not really going to play it outside of kithkin very often generally speaking you'd rather exile one from your hand right you haven't made the investment of of paying the mana to get it on the battlefield well that depends because if if it's an etb creature then you'd actually rather have played it gotten the etb behold it replay get the etb again if it's just an average creature then yes spending a card out of hand it is better because you didn't have to go through the whole rigmarole of casting it these by the way the cycle also very good against lockdown enchantments yes very good if if they play a lockdown enchantment and then you just play this beholding that creature like no then you're you you're just kind of in the money at that point so this also does save creatures from removal right you can they call something in response you play this flash makes that makes that so much more interesting yeah it's very very cool so a- is for champion like a mine it's a basically a build around a is what i would say yes like if you have the you know if you have a kithkin deck you'll play this card if you don't then you're just not gonna play it and it's gonna be really good when you have it right because it is worth noting like if you cannot do the kithkin thing you cannot cast it like if you have no cards in your hand and you draw this and there's no kithkin on the board you cannot play it so you do need to make sure that you're you know paying attention and actually drafting a kithkin deck don't don't try to splash this in your merfolk deck or something next up is morning tides light this is three in a white for a sorcery it's mythic and it says exile any number of target creatures at the beginning of the next end step return those cards to the battlefield tapped under their owner's control until your next turn prevent all damage that would be dealt to you and you exile morning tides light so you can't loop this over and over yeah what is that like a super fog yeah it's like another one of those like teferi protection type cards and given the propensity to to to keep printing those i have to assume that they that those cards are like fairly popular in a certain segment of their population so i i am i'm out on this this this doesn't do anything yeah so this does kill a bunch of tokens but would it is there any sideboard implication for morning i guess yeah i mean i guess you could maybe you could justify it against someone but the the tokens decks aren't like yeah even against goblins like i guess you're like you're hitting a bunch of one one play this kill three of your it's a sorcery though so you can't even do it in response to i'm trying to kill you with something so yeah i mean there's something interesting about you know i'll kill two-year tokens i'll exile my etb creature or something but it just doesn't seem to quite add up to being worth a card at face value i would start off low on morning tides light and avoid it until somebody said hey look at what this thing can do and then you know okay fine maybe i'm interested um next is air iridu carrier of dawn this is another mythic this is three white white for a five five legendary elemental god and it's got flying and lifelink and it says creatures creature spells you cast have convoked so you can you know use your your creatures to help out as they say and at the beginning of your first main phase you may pay black if you do transform iridu into is silu carrier of twilight which is a five five legendary elemental god still it is a flying it has flying and lifelink still and it says each other non-token creature you control has persist that's the one that when it dies it comes back with the counter and at the beginning of your first main phase you may pay white to transform it back over to iridu now this one doesn't have an etb slash transform bonus but holy smokes at least they they push this sucker five man of five five flying lifelink that gives everything can vogue and then persist after you get bored of that holy yeah i i think that you know something like 90 of the card is flying lifelink and that's a good card i always put that card in my deck as long as you're playing white you don't have to be playing black at all for this and yeah sometimes you'll play this and convoke something out sometimes you'll switch and it kind of protects your other creatures but it doesn't really even matter because at this point you're they're going to kill this before they kill any of your other creatures so i'm not i'm not really that worried about uh just protecting my just protecting my other stuff so i i like i like iridu at probably like a minus just five five flying lifelink is just no joke totally and i could also just easily see a turn where you play this have two or three other creatures and just play another creature straight away right like right one of those like explosive yeah you could if you if you like had two tokens out or two creatures you play this play a three drop like you're right i feel pretty good about that that's like an absurd turn uh next is kin binding this is three white white for an enchantment at rare it says creatures you control get plus x plus x where x is the number of creatures that entered the battlefield under your control this turn and at the beginning of combat on your turn create a one one green and white kithkin creature token oh man i love cards like this these type of cards louise that like kind of just if it sits here long enough you're gonna win you know you don't have to do anything else for the rest of the game but holy smokes that's pretty slow right yeah it's slow but you it's beginning of combat you make a creature so you can just play this immediately get a one one your whole team has plus one plus one this turn and on most turns especially if you're a white creature deck you're gonna go like main phase one play a creature next then it gets a token attack all my creatures are plus two plus two or sometimes plus three plus three and that's that's pretty powerful it's it's kind of like this is a class of cards which is very popular which is a card that presents the puzzle and then also solves the puzzle by itself yes yes and so you get the the clever feeling of i solve the puzzle even though the card kind of did for you but you can also maximize it by playing more cards that solve the puzzle at the same time so yeah it is neat i think i think it's nice do you think it's really powerful like if you put this in a normal you know white based curve out deck like a merfolk or a kithkin deck this thing will just kind of take over at some point right i it feels like you know what i said about it giving you that kind of inevitability isn't really the name of the game like it feels like it's going to kind of slam the door on the game yeah if you ever give your creatures plus two plus two in a turn like it's a lot of good attacks there it is and and i think that i think that you don't need to do a lot of work to make this card good but obviously the the the wider you go the more creatures you have the better it is okay what would you give it what is it a b plus is it a b is it an a b b plus probably so it seems it's good it is expensive but it is it is very good next up is slumbering walker this is three white white for a giant warrior at rare it's a four seven and it says this creature enters with two minus one minus one counters on it at the beginning of your end step you may remove a counter from this creature when you do return target creature card with power two or less from your graveyard to the battlefield wow yeah i mean you play this you immediately are getting a card back and you're gonna you're gonna have a three five three six i guess yeah which is which is pretty great so all you have to do to make slumbering walker excellent is just make sure you got some creatures in your deck but that doesn't seem very hard and uh this looks like an a minus to me honestly like if you play this yeah and your opponent probably doesn't kill it right away you get a card back right away like it feels like you're you're gonna feel pretty good about that situation yeah and you know if you really want you can just play it and just remove the counters right and just have yourself a four seven a turn later yes you can always remove a counter yeah it's like a reflexive trigger but yeah so but so you can always remove a counter even if uh you've got nothing to bring back hmm yeah i like a minus for slumbering walker seems like it would slot right into these white decks kind of perfectly uh only knock on it right and this is a thing that we always have to kind of gauge is it's a giant warrior right it's it's not it doesn't fit naturally into either of the more focused on tribes in white next is winnowing this is four white white for a sorcery at rare it has convoked and it says for each player you choose a creature that player controls then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control can you translate that for me yes so for each player you choose a creature and for for yourself you're going to want to choose a creature that shares creature types with all your other creatures so you you're an elf you choose one of your elves you sack all your non elves or cards that aren't elf it doesn't matter if they have other types as long as they they aren't so this never kills changelings by the way those those almost survived this for your opponent you choose their say slumbering walker and they sack all their non giants i see so it punishes them for having an outsider yes man i just always kind of glaze over when there's like i mean how can you control how good this is going to be from game to game well um you can't control what's in your opponent's decks but you it's more it's it's less controlling how it's going to be and more just looking at like how does this tend to play out do people often have a random you know kind of off brand card for for me to take advantage of and the answer is not clear to me yet i i mean i think that it makes it i would believe this card could be very good it really does punish you one thing oh man one thing i don't like about this card actually is if you aren't familiar with the format or thinking about it one of the ways you can lose a game is by playing a random giant in your kiffken deck you cast it the turn before you're going to win and then they untap me like all right winnowing your giant totally like totally you know the other thing this is maybe more of a game design perspective but the other one thing i don't really like about it is it does seem to feel that the better my opponent's deck is the less good this is against them yeah it's true it's true it the better their deck is uh you know the more likely they're just very linear and cohesive and don't have random random you know fairies in their elf deck or whatever right i would this is another one i would start off low on uh i i am not convinced that winnowing is going to be you know the type of card that you're like oh no they had winnowing it could be that this format presents board states consistently enough that have one random other creature that that could be the case absolutely it's hard to make decks that are just all you know on creature type but man i just don't think i'd want to be the one holding winnowing just praying that my opponent plays that giant or whatever you know that's in their deck and if they don't it doesn't do that much yeah i mean it's that that is the risk with it this one's kind of confusing my guess is that it's going to be quite good in sealed because sealed people are going to have less cohesive decks and slightly more you know kind of like unholy amalgams of just random creature types but yes i would say that in general winnowing doesn't look spectacular to me yeah i mean i would this is a prove it card for me like basically i would give it an f and if somebody and then if i get my butt kicked by it a few times or the play patterns of the format do actually prove that they're conducive to this being an effective card then i'll come back up on it and i'll start i'll start drafting it that's where i'm going to start though not not convinced at face value what about you yeah i agree i think that it's this is going to be one we're going to need to see more info on but thinking about the games that i've played so far it's frequently not going to do that much because the thing is well if they have like three creatures and play at best you're killing two of them and that can be good but isn't necessarily amazing i guess i guess where it would be good and i have seen some of this is board stalls you the the boards can get to the point where they're pretty big and at that point i could see winnowing uh being effective okay last white card is curious clausus this is five white white for a seven seven giant warrior mythic rare and when this creature enters each creature target opponent controls loses all abilities yeah becomes a coward in addition to its other types and has base power and toughness one one oh yeah this card this card's awesome there there is a bunch of seven mana bomby giants and i just think that like building around them to have a deck where you just cast it seems pretty good you just cast this card and you have a seven seven and all their creatures are are just awful i love it i also just anytime the coward thing comes in you know i i appreciate it's a good callback um what would you give this card you know like let's say you're in merfolk you know and you open up a curious clausus are you like oh hell yeah yeah i mean the the main constraint here is can you get to seven mana but actually think merfolk is a good example of a deck that can because merfolk just has a decent amount of card advantage it'll play like the convoked draw three and you know it has got like the eclipsed marrow and stuff like that um to help find lands i i think that uh curious clausus is an a and i would seven is like the sweet spot at eight you have to really contort your deck to to make sure that you can play an eight drop it's just like at eight i don't assume i can just cast this card at seven though at seven i feel like you can and uh you can just under the normal circumstances of a game cast a seven drop you just have to kind of play to it a little bit more and so i think curious clausus is an a it's a card i'd be happy with in merfolk i'd be happy with in a lot of the decks that you could draft and i think the main thing i would look for curious clausus is make sure you have some ways to draw extra cards or you know hit land drops like you want to you want to be sure that you're you're able to actually get to seven mana yeah really cool card i like a minus for curious clausus just because of the seven mana but i mean whatever super powerful when it hits uh that moves us to blue first blue card is called fitterwing nuisance it's blue for a two two fairy rogue at rare it's got flying and it enters with a minus one minus one counter on it and you can pay two in a blue and remove the counter remove a counter from this creature any any counter you want and whenever this creature can uh sorry whenever a creature you control deals combat damage to a player or planeswalker this turn draw a card we're good yeah i mean i'm in for a one-man a one-one flying if you if you give me like a little bit more and this this definitely does like it the the fact that you can remove a counter make it now a two two and then you draw a card or you you can choose a different creature if this isn't the one getting it which is nice too yeah i mean it just doesn't ask that much the only downside of course is that it's a fairy rogue it doesn't fit into into you know elementals or or merfolk in that way but yeah i agree with you i don't need that much more and this just gives me just enough um yeah i give it like a c plus oh i would say this is just a b like if your opponent plays this on turn one you're not you're not going to be like oh yeah i can just ignore that you're gonna feel like oh that's going to be pretty annoying it's going to draw a card and be a two two flyer i don't know i think i can ignore it like at some point if they want to dump the three mana in that's okay like i i can you know if if your opponent keeps up mana or whatever like you're just not going to do that you know you're not going to just oh hope this all works out or whatever maybe at some point they cash in the card yeah but i mean it's a one one flyer up until that point i i'm not saying it's bad but i don't know it's a little clunky i guess the you know the the three man is kind of expensive maybe maybe it's like maybe you set up a sick turn with a bunch of flyers and you draw four cards off it you know it does trigger other stuff right uh yeah i mean if so maybe there's upside i'm not if you if you draw two cards off this you you think it was really excellent then it's done yeah okay so b minus i'll go for flitter wing nuisance next up is i can accept a v-minus lock mare this is one in a blue for a four five horse serpent it's mythic rare and it etbs with three minus one minus one counters on it you can and it has two activated abilities one of them is one in a blue and remove a counter from this creature to straight up draw a card wow the other one is two in a blue remove two counters from this creature to tap target creature and put a stun counter on it dang yeah i mean this card's awesome this one's going in the cube as well it i bet it's just i think a very strong card so it's a two mana one two but then you immediately are like draw a card now it's two three draw a card and that's three four draw a card and that's four or five or if if you've drawn enough cards somehow you can spend three mana and just turbo charge it up almost to a four five immediately and uh end up attacking with it now that it's a four five so i like a minus for lock mare this card's good at any stage in the game can we just give it an a yeah i can just give it an a like i i think the real question i have for you louise is play pattern wise like is this a turn four play or is this a turn two play i i know you'd probably run it out there if you didn't have anything else on two but man there's something real warm and fuzzy about playing it on four and being able to get that card back kind of regardless i think if you have other things to do i think playing this on turn four is a nice place to be okay i don't think you need to worry too much about uh the the timing on this like if you cast it it's going to be good obviously it is nice to to kind of ensure you get a little bit more value from your card but i think if you just cast this card if your curve you know dictates you cast it on two then cast it on two and if you can wait and do something else then do that okay yeah because i mean the only fail case i have is i play it on two and they like bolt it or whatever right where i'm like oh i wouldn't want to avoid that if you can yeah because i mean think about the normal play like even if you don't use the second ability and you just you know you got three cards in a four five it's like what this card's just nuts uh next is rhyme fire torque this is uh one in a blue for an artifact it rare it says as this artifact enters choose a creature type whenever a permanent you control of the chosen type enters put a charge counter on this artifact and tap remove three charge counters from this artifact and it says when you next cast an instant or sorcery spell copy it you may choose new targets for the copy wow that really flopped at the end i was thinking like how many cards am i getting you know like how many things do i get to kill or bounce or whatever and then it's like this sort of conditional you know i mean the the thing is it does kind of make sense because you know in a in a well-built deck like this is going to pick up charge counters quite easily uh the downside here though is that you know this is taking the place of one of those creature types we talked about this on the commons in a commons review you know when decks are linear like these are you don't get a lot of slots for cards like this like this is a perfect example of a card i just would end up never putting in my deck you know because these slots need to be filled with things that affect the board or creatures of the chosen type well this also takes a slot itself but then also you need to have a bunch of spells in your deck yeah wait a minute even so so no no i'm i'm i'm i'm i'm i'm i'm i'm offering for yeah i guess i would give it an f i mean it's not an f power level card but given the context of this set i i would assume that playing it at a rate of f would be correct yeah next is sig wanderwind wisdom this is one in a blue for a two two legendary merfolk wizard so this is the merfolk version of the flip cards that we talked about before this is a two two that can't be blocked and whenever this creature enters or transforms back into this version of it target creature gains whenever this creature deals combat damage to a player or planeswalker draw a card until end of turn and at the beginning of your first main phase you can pay white to transform sig into sig wander brine shield which is also a two two that can't be blocked and it says whenever this creature transforms into sig wander brine shield target creature you control gains protection from each color until your next turn and then again at the beginning of your first main phase you can pay blue to transform it back into sig wanderwind wisdom yeah this is a nice little card i mean starting out at the baseline it's a merfolk that's one in a blue for a two two unblockable right i'm already in that's like a b that's very that's just the absolute floor on this card and then you cast this and you if you have a good attack it's awesome imagine imagine a one drop with this right but even if you don't have a one drop if you cast this on a turn where you think you have a good attack you're like two mana two two unblockable now just immediately drew you a card wow so you first of all don't need to be white to play this card you can just play this in a blue deck like a blue black deck like a fairy's deck would love to play this card yeah they play a fairy then they play this on turn four draw a card and now you have a two two unblockable if you can flip it you're now opening up some pretty nice attacks that's basically what it is because you're not really it's sorcery speed flipped you're not really stopping anything else from happening and then sometimes you'll flip it back in order if you have a good attack to draw a card that the the real joke is you flip this back from the white side to the blue side make it so it can't it so it draws a card and now it's unblockable so now you've kind of assembled that combo so i like b for sig except if you're blue white which is the the more common one this would be plus this is a really really strong card agree with everything there next up is glenna lendra guardian this is two in a blue for a three four wow fairy wizard at rare it's got flash flying and yeah you guessed it enters with well it enters with a plus a minus one minus one minus one counter on it and then it has the ability one in a blue and remove a counter from this creature to counter target non-creature spell but its controller draws a card so you get to negate something but they do get the card back still that can be a key leverage point or a big spell from the opponent that maybe you get and you're getting a three mana two three flash flyer until you do remove that counter pretty good one question louise do you need to have a target lined up to remove the counter you do yeah you can't you can't just run can't just remove the counter okay but i mean you're talking three mana two three flying flash to start with already already interested in that yeah and then it when this is in play it's it's sitting there kind of threatening to stop your opponent uh from playing a good spell and then the fact that they get their card back doesn't mean it's like not completely egregious but it's still really really good so i mean you would just do that right because you're looking for an excuse to get this counter off of this creature to make it better as well like let's say they say you know you have a two two and they're like okay i'm going to shock your two two you just kind of do it right well that that really that mostly just depends on the uh the kind of the board state because they do get a card back so you don't really want to counter something too crappy like making your two three into a three four is of you know variable importance sometimes it's really important they have a three three flyer that you really have to stop and yeah you're going to look for any reason you can't remove the counter but let's say it's just like a near empty board and and you know your your opponents at 20 like i don't care that much i'd rather stop a good card instead okay um you know i think the question we have to face with all of these uh cards that aren't of the specific creature type that are being focused on in this set or do they meet the the bar that we need to run a card in our deck that isn't that creature type and i think linda lender guardian does that so yeah my experience with the blue decks as well is that they're not quite as like you need 17 like the the decks that are way more like i i have 15 elves and i want my 16th and 17th art while elves goblins and kithkin have seemed to me to be a little more critical mass merfolk can be there are merfolk lords you're definitely going to get into that scenario but i i had a pretty decent fairies merfolk those basically just mono blue and it as long as i hit the threshold of one to make some of my merfolk cards work like the like the wanderwind return the uncommon seven drop convoked that bounces two things or if you have a merfolk out you get two one ones you just eat a merfolk out and that works the cost of this isn't again highly variable it's not always going to be like oh man if you don't have a if you if you have a non elf in your deck it's just unplayable i haven't really found that to be the the cases okay uh so what do you like for it i mean i i'm in the b range for sure uh are we getting up to b plus i guess for glen lender guardian oh yeah yeah i'd like b plus on glen lender guardian it's it's really strong next is oko lorwin liege this is two in a blue for a legendary planeswalker oko of course mythic rare this one is a mix of the planeswalker types it it has two activated abilities and a static so it's three loyalty static ability is at the beginning of your first main phase you may pay green if you do transform oko more on that in a second the activated abilities are plus two up to one target creature gains all creature types and it says it notes that this effect doesn't end so it just kind of changelings one of your things uh for a big bump in loyalty but again you know we do look for ways to protect our planeswalker affect the board and that doesn't really do that the other is also a plus ability and it is target creature gets minus two minus zero until your next turn so through their turn it gets shrunk down so there you go there's a plus ability that helps protect your planeswalker yeah if you do pay the green to flip he becomes oko shadow more scion which has three abilities in a static the static is at the beginning of your first main phase you may pay blue to transform him back and the three abilities are all minuses on this side that's kind of fun the first one is minus one mill three cards you may put a permanent card from among them into your hand okay minus three create two three three green elk creature tokens and minus six is choose a creature type you get an emblem with creatures you control of the chosen type get plus three plus three and have vigilance and hexproof wow so what's the play pattern you play out okolorwin leech you plus two or plus one depending on what you want to do let's say you plus one to protect him then he doesn't die then on your turn you pay g and you flip him and if you have the full loyalty you've got four so you can mill to grab cards or if he's still at the full loyalty you can make the two elks and have oko stick around if he takes a point of damage you can just cash him in for two elks that seems pretty strong yeah and i think the two elks are going to be like the the most prized of the abilities here like that's really what you're looking to try to pull off and it doesn't seem that hard because either it has five loyalty or four loyalty and you've shrunk a creature yeah i think most they have yeah mostly how it's going to pan out i think is you're going plus one it if they have a creature in play and plus two it if not unless you have some sort of some sort of card that we're giving a creature all types is just like incredible yeah which could happen for sure right right and then you're going to flip it and if he and basically if oko has three loyalty let's get those you're making an elks yeah because that's a lot i mean that's you've only paid three mana for that and it's only turned four and you've got the elks plus your mana for the turn to do whatever else you were going to do that does seem very strong what's the weak what's the fail case here for oko um you're just behind a bit i guess well one fail case to get out in front of is you got to be playing blue green because if you have to have green yeah if you can't flip this card then i don't think you're gonna you're gonna really get to get much out of it oh right right because these abilities are not that great actually yeah so that that's the main thing but assuming that then i guess that if if there's too much pressure and you can't flip it and do anything because the flip is all like you said all minuses so it's kind of hard to to do that also oko does have like the one burst basically where you're like play this plus one it next turn flip it make elks but if it survives you're like okay next turn flip it minor ability next turn flip it back probably can't make elks again or just don't flip it back you just keep it on the blue side for a few turns i guess is actually what you end up doing so i think it's not it's not clear to me exactly exactly how often you get like a second go around but the first one seems pretty good honestly if you're at a blue green deck i would probably give this like a v plus yeah that's what i was thinking too i i or i guess you're splashing right because like what's the blue green deck well the blue green be like the five color deck like exactly so you might just visit splashing okay b plus for oko lowerland leash assuming that you have access to green mana pretty consistently next is champions of the shoal this is three in a blue for a four six merfolk soldier at rare and this one has the as an additional cost to cast this spell behold a merfolk and exile it claws this one doesn't have flash though it says whenever this creature enters or becomes tapped tap up to one target creature and put a stun counter on it and when this creature leaves the battlefield return the exile card to its owner's hand so four mana four six merfolk here that locks something down but it carries that extra that champion style cost that we talked about before yeah i mean this card's awesome like it this is again a build around just like all the champions the champions are like one of the more um i would say severe build arounds like or more stringent where you just can't play this card unless you have merfolk but actually that mono blue deck had this card and i had like ultimately like eight or nine merfolk counting changelings and that was enough you just you just need one for this so again it's not a critical mass kind of card and uh it's really strong you play this lockdown their biggest thing and next turn attack and do it again also it's when this is tapped so you can invoke you can just do it twice i never had this but you're like play this lockdown your thing then convoke something out lock something else down sounds incredible totally and there's a bunch of cards and merfolk that let you tap your your other creatures so if you have one of those you can just do that double whammy i mean that's nasty and you've got a freaking four six and it encourages you to attack with it because that's the most straightforward way to get it tapped i mean that is awesome and how in the world are they going to put together a block if you get to tap down one of their things on your turn remember it's still tap by the time it comes back to you and then you turn your four six sideways like there's no way they're going to have a board state that's going to be able to block this thing so now you got the the ball rolling and you can just keep turning it sideways and keeping whatever their best blocker is on lock that's awesome again it's a cost right that the champion type thing is is a real deal and there will be some scenarios where you can't cast it but when properly supported awesome champions of the shoal i mean i would give it an a you know assuming that you you're merfolk deck next up is where you want to be which is where you want to be in that case next up is glen elendris answer this is two blue blue for an instant at mythic rare it says this spell can't be countered and it says counter all spells your opponent's control and all abilities your opponent's control create a one one blue and black fairy creature token with flying for each spell and ability countered this way so at a baseline this is a storm killer well yeah i definitely can do that but at a baseline this counters one of their cards and makes a one one flying so it's kind of like a flying mystic snake right a four-man a one one flyer that counters a spell that's that's okay kind of interested yeah that's not that's not terrible and if you ever nabbed two it seems like it'd be pretty gross yeah i wonder you know the thing that my brain goes to our eldrazi right where you cast it and then a trigger goes on the stack so they're both kind of sitting there i'm sure that there's things on the battlefield that say when you cast a whatever this trigger so maybe you could get lucky and get two things out of it that way yeah i think that uh i think that the most likely case is like there is a when you cast a goblin trigger this and then they cast a goblin and you counter both and you can make two one ones but honestly i would probably play this i would say this is probably like a b minus just straight up as it's a two for one i mean a one one flyer is about the minimum we would consider a card but that is a card i do think it accounts okay yeah b minus for glen elendor's answer next up is disruptor of currents this is three blue blue for a three three merfolk wizard at rare it has flash and convoke boy they are not going to see this one coming uh it says when this creature enters return up to one other target non-land permanent to its owner's hand louise i have this in my current draft deck that i have yet to actually play a game with i drafted it late last night in a in a bleary state but uh i am excited for this one to say the least just show up for what you should be awesome this card this this card super sweet like i would play this without convoke and think it was good fine exactly bounces and so give it convoke you're gonna this card will be the last spell cast in a lot of games because what will happen is they'll be like all right i'm gonna make this attack and then you're just like block block block disruptor of currents after blocks or i'm gonna on my turn i'm just gonna curve out and go like play a creature play disruptor on like turn five and the and it's just gonna be a haymaker so i think disruptor of currents is awesome yeah what grade would you give it is it reach the range a minus yeah a minus for disruptor of currents next is it's not a bomb in the sense that like you know i top deck to disruptor of currents and now they can't win it's not a five five flying lifeline dragon right but the effect it's gonna have on the game as long as you have anything else going on it's going to be really strong definitely and you know it does get a little bump there for being good when you're behind i mean this is the type of card that can turn around a pretty gnarly board state pretty quickly you know you you get a three three blocker you take out their best attacker and all of a sudden their board might look you know you're not quite as dead as you were a minute ago and that really does matter next up is harmonized crescendo this is four blue blue for an instant at rare it has convoke and it says choose a creature type draw a card for each permanent you control of that type hmm i mean i i kind of recoil from these i i know some people go oh my god i could draw five cards and yeah that that is true you definitely could but man what if you draw two you know you pay you're pretty unhappy if you draw three so so here's kind of the question i have with this card how much better is this than the common convoke draw three discard one yeah yeah exactly i i would assume like on average i would rather have the other one i think yeah so i mean this isn't this isn't in steam as well so you can like imagine drawing four end of turn i i think i would like this yeah folk and not basically outside of merph exactly and and in one of those decks that comes together you know where you're like wow i got 16 merfolk here you know then i'm in i mean because like you said you just go all right i'm just going to take a turn here and i'm going to draw five go you know and that's very difficult to beat if you set it up properly so the the upside is definitely present but i think i would actually give the build around tag even though we haven't been doing that for ones that are just like you know have a bunch of a certain creature type this one you really need it like you like i don't think i would fuss around you know if i had 10 of a creature i think i'd rather have the common yeah i i do i do see a dream there though of you know drawing five or six or doing something stupid so i'd give this a build around and i'd give it like a b minus something like that b range you know like it does have that games that this card is really good where you cast it end of their turn and you draw five cards like that doesn't sound completely unrealistic but not at all but when you see it in a draft it's pack one pick one right you're like well yeah i don't know if i have to think you're supposed to be slamming there you know next is mirror form this is for blue blue for an instant at mythic rare it says each non land permanent you control becomes a copy of target non aura permanent just ignore that part but so every per each non land permanent you control becomes a copy of a of something yeah and it doesn't have to be your thing it can be their thing that's a big deal i think this card is probably really good i think that is an awesome car yeah i think it's a little bit situational of course um you know you do need a kind of big board for it to be good but i feel like i feel like you'll you'll get there a decent amount of the time with this i it's a little too early to tell but my sense is that the board stalls are a little more prevalent in this set than in others part of it is like you're just incentivized to put all these kiffken and elves and goblins in your deck and you just i think end up in a spot where both players just kind of have a lot of creatures in their deck that don't necessarily fly right and that's that's kind of how you get there you know and this is the set that mirror form should be good in i i this is one where i want to try it like this is not a proof it for me this is a like i'm going to try to prove it card you know i would not be shocked if by the end of the set we've discovered that mirror form just isn't that good it's a little too conditional you know it relies too heavily on things that are out of your control or something like that i also wouldn't be surprised at all if it's like this thing slams the door on many many games i mean also the amount of just like absurd ridiculous stupidity that you could pull off with something like this is amazing right like there are some you know think about any card that says like when this attacks you get something right it's like well i'll make six things like that and turn all of them sideways it's like there there's definitely uh uh uh a high high high upside for a card like mirror form i want to try i agree with everything except i actually will be surprised if this isn't good i think it is a good card so we'll see how it plays out yeah yeah i'm saying i i would not be surprised either way like yeah yeah um these are very difficult to give a grade to to start with but i'm going to draft it at like the b level to start with to see to see where that's kind of where i'm at too and i'll i'll give up some win percent for the for the cause next up is sunder flock oh boy that might be a tricky one to say on coverage uh this is seven blue blue for a five five elemental at rare this spell costs x less to cast where x is the greatest mana value among elementals you control and this is an elemental uh it has flying and it says when it enters if you cast it return all non elemental creatures to their owner's hands yeah this card ridiculous that's insane i have this by the way in that deck too i have disruptor of currents and sunder flock it starts at nine and it is trivial to cast this for five mana you just need like a four three elemental and then you play this and bounce a bunch of their creatures and you have a five five flyer and it's based off a mana value right yeah so even easier yeah i mean it's it's not it's not a difficult card to get to work yeah it's very powerful and it does work so i'm in that's a dub that's a dub for me yeah i mean i like in the elementals deck since i mean we've kind of conceded that the elementals deck feels a little different than like the kithkin goblin elves style of decks but in that deck i mean this is just an easy a right like trivially unquestionable yeah all right that moves us to black our first black card is called dawn hand dissident it is black for a one two elf warlock at rare and it has a few activated abilities the first one is tap blight one surveil one and the other one is tap blight two exile target card from a graveyard and it says during your turn you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying other costs it's pretty cool man that's a cool card yeah this and a very strong one yeah so you can do the blight one surveil one on your own on on dawn hand dissident and still have it survive so that's nice you kind of get a freebie but really you know it has one counter and then ideally you know you blight two and hopefully hit something and then you know they they act as if it's a cost to remove these counters but really it's it's a benefit to you the only cost is that they need to exist so that you can pay it yeah so the the trick with this card is you do need a three toughness creature ultimately to have it work and so it it can eat the blight one counter easily and you surveil and then you get a three three out and you blight two and exile a card from your graveyard because note you can only cast cards that you excelled from your graveyard you can't steal their stuff okay but but once you have that it's you just immediately do this you can cast cards with this as early as like turn four three depending on when you can play a three toughness creature and you can spread these out like you can put one counter on this one on a two two one on another two two and just remove those three counters yeah it doesn't matter where they are or or or if the counters came from this i mean and you just reload your whole board like this i want to give this an a minus i've had it in two decks so far and the reason i say that is it's a one man a card one man your opponent has to kill if they don't kill this card then then you are going to win the game i had a game where i had the white black hybrid flyer that it makes creature lose all abilities then get flying first strike and lifelink it's a really cool card very good and i had made a four four flying first strike lifelink and i had that out plus donhand dissident and they killed the four four because they were gonna die to it and i was like you know i think they needed to kill the dissident because i just got all my stuff back over over the course of the game wild it's just it's just a messed up card yeah and like you said for one mana a card that just demands to be killed is that's a big big bonus a i like a minus for donhand dissident okay yeah and really the only requirement is that you have a three toughness creature to to eat some of the buffs or two other two toughness creatures right or two other or two other two toughness creatures and then you take longer yeah um and you can't exile stuff from their yard you just can't buy those back but if you're disrupting something that if you're playing in like elves mirror or whatever you may want to nab some of their cards just to screw them up right yeah okay next is moon shadow same cost just one black mana this one's a seven seven it's an elemental and it's mythic it has menace and as you might guess it does come with a minus one minus one counters on it this one comes with six of them and it says whenever one or more permanent cards are put into your graveyard from anywhere while this card has a minus one minus one counter on it remove a minus one minus one counter from this creature so like if you mill yourself if a creature dies then this thing will lose a counter per interaction you know each time that happens in cube if you suck a fetch land oh yeah i don't think i'm actually gonna play this card in cube but it is interesting to think about for sure yeah it feels like there's not an archetype for it but it is cool so like when does this start to get good is the question because a one mana one one menace is like that's you know not ignorable i guess two two it's already you know kind of catching my eye and when it gets to three it's like you put one mana into a three three menace like that's already pretty good um where is that line for you and how easy do you think it is to get these cards off of here i think if you had a creature heavy deck i would basically always play this card like i think i think that it's uh it just it does not take that much to to have this card work i feel like tokens dying does trigger this right no permanent cards permanent cards but the upside is if milling does work and discarding does work okay discard mill and cards dying all trigger it yeah i just i you know i think that the temptation is is like well how am i going to get this to seven seven and it's like you know you don't really need to like especially if even just two two you just need two things to die and then it's fine you you got your money of worth and it's gonna it's gonna sit there and play and get bigger and bigger so i like b for moon shadow it doesn't really look to me like it takes much work it's going to be look it's going to be better in a goblin's deck than it will be in like uh you know black white controlling deck that has more removal spells or whatever yeah where it since they're doing blighting on their own stuff a bunch like things will just be dying and you they kind of want that to happen be for do you say be for moon shadow yeah like be yeah next is bitter bloom bearer this is black black for a one one fairy rogue at mythic rare it has both flash and flying and it says at the beginning of your upkeep you may lose one life sorry not me you lose one life and create a one one blue and black fairy creature token with flying this is a call back to bitter blossom so if you play this card in the first couple turns of the game i imagine you will win pretty easily right it's it's just a very it's a very strong card i mean i can imagine if you're a player plays us on turn two and you can't kill it you just lose the game it's not it's not gonna be remotely close definitely it does become a kind of mediocre draw later like that's something to be aware of that like later in the game like your life total is lower and you might not really be able to swing this card um and it might not have a huge impact right away either because like you draw it it doesn't make anything right away you then play it and then it makes one one one so i like bitter bloom bearer it's gonna get a high grade the question is i think probably b plus is probably right i think that's good yeah double black slightly less than a yeah slightly less than a we respect the downside which is why we kind of chuckled when i misspoke and said may because it's like that's kind of the whole ball game with a card like this um but the upside is tremendous like louis said if you get it on turn two your win percentage skyrockets and if they don't deal with it you are going to win that game pretty easily uh next oh one of my early favorites louis i had two of these in my very first draft deck of the format and it is absurd it's grub storied matriarch this is two in a black for a two one legendary goblin warlock at rare with menace and whenever this creature enters or and you've seen this template before transforms into this front facing side of it you return up to one target goblin card from your graveyard to your hand and then at the beginning of your first main phase you can pay red to transform it into grub notorious ante which is a two one menace as well and whenever grub attacks you may blight one if you do create a tapped and attacking token that's a copy of the blighted creature except it has at the beginning of the end step sacrifice this token and then of course at the beginning of your first main phase you can pay black to transform it back into grub storied matriarch this card was completely stupid louis um absolutely ridiculous magic card i was it had a profound impact every time i played it and the second one always won the game i can imagine that the way you were mostly playing this was just it sitting there and then just flipping back and forth to to to raise dead stuff or did you use the minus minus the blight ability i use the blight ability to uh because you know so many of the goblins have etbs that like reblight and get stuff into the yard like the the only stop thing on this is that you need to get something in the yard so that you can fully take advantage and blight helps that happen um so i was doing all the things you know and then black and red tends to have good removal my deck did so the menace really adds up on the other side it's on both sides but particularly on the other side it really had a big impact because you know you kill one blocker and now they may not have the ability to block rub at all um i had a really good deck i mean it was my first draft deck so it's like kind of in that really early stage of the format where you're not going to get decks like that later but man in the full on goblins deck grub storied matriarch was stupid like really just a broken card i mean this looks like an a-minus to me yeah that's how it plays because you're three-minute two-one eternal witness you just play this and immediately get a goblin yes and then you can flip it and start to like attack with menace and make a make a token copy and then you flip it back like it just feels like it kind of gets up to some really good stuff it does so yeah a minus for grub storied matriarch next is mournsong aria this is one black black for a legendary enchantment at rare players can't draw cards or gain life and it says at the beginning of each player's draw step that player loses three life searches their library for a card puts it into their hand and then shuffles what no way no no no i don't want to be the one to pay the three mana and the enchantment for my opponent to then just go demonic tutor whatever they need to win the game the next yeah this looks this looks awful i would give an f to mournsong aria taste if your deck is that much better than theirs maybe it works out but i don't think that's right but just draw your cards then and beat them with them next is taster of wares this is two of black for a three two goblin warlock at rare it says when this creature enters target opponent reveals x cards from their hand where x is the number of goblins you control you choose one of those cards that player exiles it if an instant or sorcery card is exiled this way you may cast it for as long as you control this creature and mana of any type can be spent to cast that spell wow that's nice yeah so it's like a it no matter what exiles a card because you get a card yeah and and and they're never it's never coming back like so it's already even just by itself unless they had a removal and response which we actually would stop it but if they if they play you play this by itself they just excel their worst card as the number of goblins goes up the more they're going to be forced to exile instant or sorcery and then as long as this sticks around you can cast it so it's a it's a cool card they never get the card back so you're always up so like again that's like a b three mana three two the exile their worst card would be totally fine card and it's much better than that because you will eventually begin to force them to reveal enough cards that you take a better card and if you ever cast this the card off this like in the late game you play this on turn six with three goblins and play it sounds like it's going to be incredible yeah that is wild uh is it like a b plus is it an a minus I mean this is a lot of value probably a b plus would be would be where it would land I guess you know the you do have to control the creature to be able to cast the inciner sorcery right so like you know they can limit it to a two for one if they can find removal although you probably just took it from minimum two for one sometimes three for one sounds pretty good to me yeah next up is twilight diviner this is two and a black for a three three elf cleric at rare when this creature enters surveil two so remember this is in elves where they do want stuff in the graveyard so that's already pretty good and whenever one or more other creatures you control enter if they entered or were cast from a graveyard create a token that's a copy of one of them this ability triggers only once each turn it was so sad I had an elf deck with two of these and I had no ways to trigger it I just like I just had a way to get the creatures back but uh there's the five mana buyback right yeah the fight the that gets the creature back tapped or not yeah there there are a couple things there's also like the the wretched wretched if it comes back or anything that would have persists so there's a few things yeah and mostly this is a a three mana three three surveil two which is that that's not terrible like I I think I mean the reason I played I played both these cards in my deck you're gonna play three mana three three surveil two elf basically all the time in your elf deck yeah for sure b so so I would give b to twilight diviner and don't get too hung up on uh the trying to make something out of the ability obviously if it comes together it is great though champion of the weird is next this is three in a black for a five five goblin berserker rare it says as an additional cost to cast this spell behold a goblin and exile it and it says it has a couple of abilities here first one is pay one life and blight two and it says target opponent blights two activate only as a sorcery you're forcing your opponent to blight two that's amazing and then it has when this creature leaves the battlefield return the exiled card to its owner's hand so that's the normal clause but that middle ability doesn't cost mana like yeah it costs you life and and and blighting yeah but you can kind of race to the bottom to get your opponent's board whittled down to something manageable yeah no it's a it I mean it's a powerful ability um you do obviously the championing a goblin it can be a cost but I think goblins of all the of all the creature types does a pretty good job of letting you champion a creature with an etb there's just like a lot of goblins with etbs I have a potentially dumb question but can I blight two three times onto the champion of the weird uh yes because it can get minus two minus two then minus two minus two then the last one minus two I don't have to like because it's a cost I don't have to actually put the two counters on right like no okay you you are fulfilling the cost of blighting two by placing two counters on it even if it dies okay but the thing about about that is uh blight is part of the cost so you you will have to pay those up front in order to have this happen their blight uh does get up nicely the blight two is pretty strong like they can't stash counters too too long on that like you you will be able to kind of kill both boards a decent amount of time you play this card I think so too and you know the reason I was asking is you could find yourself in a spot where you play the champion and you just say okay I'm going to pay three life you have to distribute you know two chunks of two minus one minus one counters yes and I'll even just kill my champion of the weird but you get the card back that it championed and you've probably decimated your opponent's board and I'm talking about like a bad case scenario where you don't have better places to put your blight two than your freshly cast five five you know so I like that I there's kind of a lot to liken that's a really interesting design too I'm curious I've never I haven't played with her again so I'm curious to see how this one plays out but I'm interested I would probably give champion of the weird probably like a b-plus in goblins yeah because there's no way for this to like horribly backfire on you right like your opponent isn't going to be like sweet I get to blight two three times or twice or once or any you know they're they're they're just losing their board slowly no and the fact that you you get to control what it happens or not means like I would imagine you you unless you're making really bad decisions you should be fine yeah totally okay that's cool next up is gloom ripper this is three black black for a four four elf assassin at rare it says when this creature enters target creature you control gets plus x plus zero intelligent of turn and up to one target creature an opponent controls gets minus zero minus x intelligent of turn this is a big number where x is the number of elves you control plus the number of elf cards in your graveyard yeah the cards in your graveyard really goes a long way on this because you just know this is going to be like for five plus most of the time but you know in the middle of the game god you get to slam with some like something with trampler lifelink ideally flying something like that but even then if you just have a one one now it's a five one or a four one you know and you kill something on the other side that is you know this this is why we've been talking about you know the need to really commit to these creature types right like a gloom ripper in your deck you know that has 13 or 15 elves or whatever is just a certified bomb and a gloom ripper in a deck that has six or seven elves is like probably something you're gonna play but you know a far cry from what it could be in elves I mean that just seems like an a to me like just the two for one and then you get this extra icing on the cake by pumping up one of your creatures too yeah I think that I would just give this an a and elves bloodline bidding is six black black for a sorcery at rare it has convoked and it says choose a creature type return all creature cards of the chosen type from your graveyard to the battlefield I had this in a goblin's deck and it was incredibly good oh it was okay yeah I mean you you you did need to to do a little bit of work to make to make it happen but it was not I guess my brain is thinking in terms of like my creatures are either going to be on the graveyard or in the graveyard or on the battlefield kind of like meaning that if they're in the graveyard they can't convoke and if they're on the battlefield then they're not in the graveyard I maybe like how many you don't need that mm-hmm so by the time that this would be good how much cheaper do you need to cast it in order to have it work okay like five man is good five or six mana like it's not like you need this on to go on turn four right so totally I think that okay yeah that makes sense and also you're playing goblins imagine you just had two goblin tokens lying around or you just drew one of the cards that makes a total token totally so so basically the convoke is more just to take the edge off of looking down at an eight mana spell and being like okay I can't ever cast this and say like what if you could not that not to take it from eight to two but also like I think elves would also really make good use of this they have a bunch of self mill you can imagine just getting back seven elves with this card so I would say bloodline bidding is a build around a minus I I mean what it asks you to do is what you already want to do get as many goblins or elves as you can and put them in your deck I would not play this in fairies and I wouldn't try to play it in black white very often but in in specifically elves and goblins this looks like an A yeah can you just cast this card definitely agreed yeah it's just the mental shift of not I'm trying to take this to eight mana down into three mana it's just take it into something that I can actually resolve and that's not that high of a ceiling so I yeah elves it's like an A and I think in goblins is probably an A minus because it's a little less self mill stuff uh sweet card too um red our first red card is called end blaze epiphany it is red x for an instant at rare and it says it deals x damage to target creature when that creature dies this turn exile a number of cards from the top of your library equal to its power then choose a card exile this way until the end of your next turn you may play that card so it's it's a two for one you just have to kill their thing first and and then the one thing that is note is it does exile and it doesn't get reshuffled so I had I did have a situation late game where I ended up still killing their big creature but it was like oh this is gonna exile five cards off top of my deck I'm gonna play one of them they don't shuffle in the other cards no best mill spell ever it's an instant that kills a creature and mills them for x that's amazing oh no it mills you oh it mills you yeah that's what I was saying is that oh god worst mill spell ever yeah but I think it's still it's all fine it just your library yeah so you just have to be a little careful but but also like isn't even that bad that it's top of your library because it's you you you do because you can card from your deck is better than a card from their deck just because you especially in like a format like this because because you listen to limited resources podcast exactly right on average your deck is going to be better than the average deck you face but also of course for castability I more mean your your your elementals deck is going to want elementals not to take a card out of a kitkin deck right and you can cast it that way okay so you have to be just a little bit careful of that part oh man that would have been sweet if you're just like deck damaging them um this card does seem super strong how do you view it as a removal spell just like red x instant does that much damage it's a little instant damage is a little below what we want because you're you're basically not only always paying more than they are in order to kill their creature you you also uh sometimes you just don't have enough mana like you're you're if you want to kill a 4-4 it costs five mana but you give me a card and all is forgiven and then I think this card is I think this card's a b-plus just because you're just going to be happy playing this I like b-plus for end blaze epiphany as well next is Ashlyn rekindled this is one in a red for a 1-3 legendary elemental sorcerer at rare this is the the flip version for elementals it says whenever this creature enters or transforms into this front face of it you may discard a card if you do draw a card okay at the beginning of your first main phase you may pay blue if you do it transforms into ashling rhyme bound which is a 1-3 that says whenever this creature transforms into ashling rhyme bound and at the beginning of your first main phase add two mana of any one color spend this mana only to cast spells with mana value 4 or greater and of course at the beginning of your first main phase you can transform it back for red into ashling rekindled and do the rummage again. Looks exciting right? Yeah this is not so much a bomb kind of like some of the other kinds we've seen in the cycle but two mana 1-3 you get to rummage then you flip it and turns into soul ring and and I had this in a blue red deck where I just kind of kept it on the blue side most of the time because it's just like all right I'm adding two mana a turn and and as long as I have expensive spells to play which is usually not that difficult to find and then if you run out of stuff to do you flip it back and you start rummaging it's a be it does seem awesome you'll happily play this in blue red you're never going to cut it in blue red it's going to be even a reasonably early pick in blue red but it's not a bomb right does this also fit into the multicolored thing um you know called yeah you know it's it can add mana of any color if you if you're in the red to get it to that point if you're in the base red blue version of that deck then yeah I think this totally makes sense what do you want to give it how good it be be for ashling rekindled yeah I think it's a fine card but uh nothing I'm like yeah I lose my mind for the other ones have been up in the b plus a minus range next is hexing squelcher this is one in a red for a two two goblin sorcerer at rare it says it can't be countered and it has ward pay to life and spells you control can't be countered and other creatures you control have ward pay to life this card seems to be more annoying than good well I think it adds up nicely in the goblins deck because it seems to me that the goblins deck gets a lot of mileage out of like chip damage between like bulge shenanigans lasting tar fire cards like this and so when you play a hexing squelcher first of all can't be countered not not that that's a big deal but when you play this okay your opponent's like well I don't really want to use a removal spell on that but then if they use a removal spell on your other thing they have to pay to life so they then have to decide again okay am I going to kill the squelcher no I still don't want to do that all right I guess I'll pay two more life to kill a different thing so they're either going to have to pay to life and use a removal to just nip this in the bud or just sign up to pay six life to this card maybe more that seems totally fine it's a two it's a two mana goblin on top of it so I'm uh I'm in for a hexing squelcher this card has seemed pretty good to me okay yeah I guess the the argument against is just that it is just a two mana two two like it on the board it's fairly ignorable you know for example if you were let's say you're playing against kithkin and they're not as worried about killing your stuff they're more worried about like building out a big board kithkin's the exact deck that cares the least about this I would imagine so there's a there's something there but you're right and and it is you know a goblin that costs you mana like you said so that you know is a bar in and of itself what do you want to give it like is it a C no I would give it a B minus I just okay you think it's annoying enough to actually affect outcome you're just not paying that much of a cost because it's a two-man and two two goblin and then it is just going to to make it make your opponents life a little harder and do enough damage but it can't be counter it certainly cannot be that much is true all right I'll go c plus for hexine squelcher uh next up is scuzz back scrounger this is one in a red for a three two goblin warrior at rare it says at the beginning of your first main phase you may blight one if you do create a treasure token that's pretty high leverage it's also a two-man of three two yeah it's a two-man of three two that you can immediately just blight this to get a treasure which is not uh you know not a bad exchange and that lets you accelerate out something big enough that you can then blight that and get another one dude that's you know the times when it's you play this on two and then turn three you make the treasure like your opponent's in trouble like that means you're slamming a four like right now so you mean the times when you cast this I mean I guess you know I'm thinking of it like if this is your first play and it's a two-man of three two you may just want to turn it sideways like that's a lot of damage if your opponent hasn't done anything completely depend on your curve right yeah but yeah yeah but no I think your scenario is the more likely one which is that you just kind of go for it and make a bunch of tokens and just kind of spew your hand on the battlefield I like B plus first goes back yeah scrounger that's really powerful trying this one in cube two I like that yeah that's cool next is meek attack this is two in a red for an enchantment it's mythic and it says the joke though no okay read the card you'll you'll you'll get it you can pay one in a red this is all it does and you may put a creature card with total power and toughness five or less from your hand on to the battlefield that creature gains haste at the beginning oh I get it now at the beginning of your next end step sacrifice that creature that's really funny yeah I really I went from not getting it to really liking that yeah it's pretty funny yeah the problem is I pronounced it differently you know I said meek attack rather than meek attack so it's power or toughness or power and toughness total has to be five or less yeah so it is small stuff this just looks like an F I don't really understand it's also they didn't eat the cowards they made it two mana to activate they didn't even make it one mana like they're just like they're just like no no no we're not we're not gonna let you this can't get out again next is champion of this F by the way for meek attack next is champion of the path it's three in a red for a seven three elemental sorcerer it's rare it says as your digital cost to cast it behold an elemental and exile it and whenever another elemental you control enters it deals damage equal to its power to each opponent well that's powerful and when this creature leaves the battlefield return the exile card to its owner's hand this feels a little sketchy yeah I don't three toughness you need other elementals to hit to make it good I mean to to give you some perspective I cut this from an elemental's deck and today me and Cheon were talking you you actually could have seen that if you were I was trying to ignore the group chat sorry I was driving you can do both come on let's see that he was also cutting it from an elemental's deck so it we're not talking payoffs here that are comparable to some of the other payoffs that we've seen you know one of the concepts we talk about on the show a lot is setup cost and this has kind of two big hurdles first the champion thing and then you also need to cast resolve and have other elementals hit the battlefield preferably with some amount of power and remember it's only going to the opponent right if this was to a target okay fine we're in business right the next creature you cast gives you that big payoff for the setup but this one doesn't have that and then the last knock on it is the three toughness does leave it a little more exposed than maybe you would you would hope yeah I mean see mine is yeah I think it's just I would just call it a it's clearly a powerful card if your opponent has this in play you're going to be a little scared but a seven three isn't great stats like you said and then what if they untap and they just don't have an elemental to play right right and if they do and let's say let's say you're at 20 and they play this and then they next turn they play an elemental and deal for you and they can't attack with this it's it's look I'm not saying you're going to sit there and just watch this thing you know kind of deal damage to you but compare this with champions of the show like the merfolk one right died that come through to kiss can one like that that's not we're not talking about the similar things here right next up is Goliath daydreamer this is too red red for a 4-4 giant wizard at rare it says whenever you cast an instant or sorcery spell from your hand exile that card with a dream counter on it instead of putting it into into the graveyard into your graveyard as it resolves and whenever this creature attacks you may cast a spell from among cards you own in exile with daydream sorry with dream counters on them without paying their mana cost really strong card I had two of them in one of my first decks and they were incredible so you just like play one main phase get the effect from it and then just turn this thing sideways and then you cast this on turn four and if they don't kill it they lose the game basically because your next turn you're like you just double any cast or removal spell attack cast or removal spell again like what you know there's not not a whole lot of places to go from there for that that it worked out well for them right so so this one is very much firmly putting us in that decision point of can I fit this in right a giant wizard in my whatever goblin stack or something and sounds like yeah right this this does meet that threshold of just raw power level that it doesn't have to be the creature type to make the cut yeah okay and is it is it a b plus I would give it a b plus like the the main thing is like if they kill it before it attacks obviously you're just not going to end up you know getting good value out of it but I would say for the most part yeah this card is just gonna is going to deliver man and it's a 4 4 like that's that's tough to kill next is lava leaper this is three in a red for a 4 4 elemental and it's rare it says all creatures have haste like old school style all creatures have haste and whenever a player taps a basic a player taps a basic land for mana that player adds one mana of any type that land produced oh my god is there a is it concordant crossroads plus yeah I was gonna ask is there a rating worse than f because that that's this you don't have when you cast this card you just lose the game you spend four man and cast this day on tap they're like all right I have eight mana play two creatures then kill that or whatever after attacking you right with my now haste creatures by the way we'll go f on lava leaper next is collective inferno this is three red red for an enchantment it has convoke and it says as this enchantment enters choose a creature type double all damage that sources you control of the chosen type would deal but unlike in the last said it's a sorcery speed enchantment yeah I double I the fact that it doesn't give toughness really really is a big deal I think that uh I think collective inferno looks mostly pretty bad I guess you're gonna play play this and make all your goblins deal double just feels like a goblin card this looks like a d I don't know it just seems kind of hard to set up doesn't seem that good to me I agree no fallback plan not and you know the convoke is nice but it these type of spells the problem with them isn't that they cost five mana right it's other scenarios and of all things do you want to tap your creatures before casting the ones that are supposed to be doing that damage next up is soul emulation this is three red red for a sorcery it's mythic rare it says as an additional cost to cast this spell blight x x can't be greater than the greatest toughness among creatures you control it says soul emulation deals x damage to each opponent and each creature they control oh wow I think I think I think this card is is really good but it just take it does take some real setup it really does so you're losing your highest toughness creature probably or at least you know shrinking it no because you blight equal to the your highest toughness but you can still put all the counters on your lowest toughness oh oh the limit isn't oh that's interesting yeah it's kind of it just sets the number but you could just throw it on a one one right so if you have a four toughness creature in play like your goal you put you put you blight four and then you put all the counters on on your one one and you deal four to your opponent and all their creatures and just to be clear what Luis and I are doing right now is we're very enticed by that last line of text you know wipe out your opponent's board is one of the most impactful things you can do in a game of limited so that we're just trying to reverse engineer can I it does this actually work in game what's the setup and is the juice worth a squeeze and because this is about the best juice you can get your hands on when it comes to limited wiping out one sided board wipe yeah I suspect it is good but I I don't know I mean it does seem very difficult in goblins right they're not known for their toughness and you do need something on the board with it I would say at least three toughness would be kind of in that it's pretty consistently a board sweep territory four and above you're totally good two will take care of some board states so you know if that ends up being good enough then then it's kind of just green light on sole emulation right because you're kind of always going to have that regardless you know I mean I'm thinking of course about the elemental stack here right because that actually does have some creatures with higher toughness it's this is a really interesting design to cap it based on that yeah I I'm gonna say D on collective inferno but I could see or sorry I got missed I'm gonna say build around on sole emulation but if you have the highest toughness create if you have if you can rather than do it for three you're gonna be in great shape I agree like that's that's the key if it's two you're I don't think you're you're gonna you're gonna like the results I think if you yeah you wouldn't actually run it if you knew that you were capped at two I think you would run it basically all the time if it was three and if you ever get four above it's just a game-ender yeah I had it in a five color deck and it was awkward though powerful so I okay I didn't I didn't get like a you know so what grade would you give it if let's say you can hit the three you know you feel pretty comfortable if you can if you can get three a good amount of the time yeah and if you could do four this is also this is also going to be one of the cards that varies pretty wildly based on matchups right you play this against kithkin goblins and elves you're feeling pretty good yep you play this against elementals or like the five color deck a lot less likely to be good you know yeah that's very true and you are losing your creature like you have to lose something to make this work too so yeah I'm with you a lot of setup there but man that upside is is good uh one other this is a weird I mean this is like a very advanced play around it but you know we often say that you know you should use your removal your instant speed removal on your turn you know if you know you're gonna kill the thing anyway this is this is a punish all right this is like I could have killed that because you can't do it after uh last red card is called spine rock tyrant this is three red red for a six six flying dragon and mythic rare it has wither which once again means that it deals damage to creatures in the form of minus one minus one counters in other words it's damage kind of sticks with the creature and whatever you cast an instant or sorcery spell with a single target you may copy it if you do those spells gain wither so that's for burn spells and you may choose new targets for the copy dang you know they still know how to make a dragon you know yeah take the gloves off and uh and just push it to the ceiling I think that uh this card is a little bit like the black white flip card where the vast majority of what you're talking about here is just it's a six six flying right wither is almost irrelevant because right I mean how's that how's that even gonna you're gonna do anything because it's a six six it doesn't really matter right and you know if you have spells to play you will put this card in your deck to do to play those spells but I generally don't think that you need that in order for this to be good yeah uh obviously primed for burn spells as it gives them wither and turns them into you know really powerful burn spells but I mean this doesn't spec it just doesn't uh specify that it has to be like a removal spell right like you could also just pump spell and copy it if you had target player draws two cards you could you could copy it yeah and they'd have wither yeah and it would have wither as well well I like a for spine rock tyrant just based on power kind of boring in its power level you know what I mean like it's so good that you just go yeah it's an a yeah at the end of the day I do kind of like that these five mana big flyers are still just good I think they will be good I do too because because that that is something that is is is fun you know what this card needed louise death touch gotta have death touch with your six six wither flyer yeah that was just stack up all the things that don't really matter um next is celestial reunion this is our first green card and it is x and a green for a sorcery at mythic rare and it says as an additional cost to cast this spell you may choose a creature type and behold two creatures of that type that's a may okay search your library for a creature card with mana value x or less reveal it and put it into your hand then shuffle if this spells additional cost was paid and the revealed card is the chosen type put that card onto the battlefield instead of putting it into your hand wow really really clean template here it's exactly what uh when we first saw the card you mean the magic players here in Denver that's exactly what we were saying is like this what this it's you know it's tough because they they're they're trying to they're they have to template it so it does the thing they say but this is a tough one so this is if you do some work a green sun's enough you can get anything into play for green and x but you just have to have two of that type already in play if you don't you're casting this as a as a really bad tutor like you don't want to be doing that so okay so if you have one in play one in your hand you're you're you're good to go two in hand two in play like you're good to go if you've got that yeah okay so this is I guess like an L a primarily elves thing I would imagine that elves yeah are pretty good but big part of this I don't think kithkin are gonna want to have this ability I don't feel like that either because like you I mean you can still get a good kithkin so I guess it's not like you know impossible to imagine but yeah I would say for the most part this looks like an elves card if I had a lot of elves and I had some good elves you have you know you have John Morkant and you can go go go tutor up for five mana like that is pretty good it is I you know the setup cost of beholding two is very real it's real but it's not impossible in this not at all not at all I give slasher reunion like a pretty mediocre grade I think I the classic build around C build around C for slasher reunion next is oh bloom tender this is one in a green for an elf druid this time it's mythic it has vivid tap for each color among permanence you control add one mana of that color and it's a one one oh I like it how it has a semi keyword now good for you bloom tender yes yes it kind of graduated into a keyword uh I mean this is a b like you're just always going to play this and it's always going to be good right it often will tap for two mana and in some cases even more next is bristlebane battler this is one in a green for a six six kithkin soldier at rare it has trample and ward two and it enters with you guessed it five minus one minus one counters on it so how do you get those counters off of it whenever another creature you control enters while this creature has a minus one minus one counter on it remove a minus one minus one counter on it from it why do they need to say while it has one um would it just trigger all the time even if it didn't and just get annoying I you know I don't actually know like I'm not sure I'm not sure what the what the fail case is there but anyway this seems dope yeah great card yeah two man one one trample ward two not that exciting but all you have to do are make creatures and that's what you're trying to do in the kithkin deck anyway and you know the typical like once it gets to three three you're already happy but this is one I could very easily see you getting all the counters off of it over the course of a game I think that that you're gonna play this and in in your in most of your kithkin decks like a couple turns later this will be like a four four and then a two turn later be like a six six it's not hard to make it not at all I guess the downside is if you just kind of draw it later in the game it's a little slower a little harder to get up yeah it's not the best top deck for sure but I think yeah on turn two though dude you're gonna lose to this sucker oh yeah you like b plus for it be I like b plus for the bristlebane battle or really the only thing to keep in mind is you want to make sure that you have a good amount of creatures in your deck like you don't want this you know in like the five color deck it's still probably good to be honest but it's just my I could think of situations where most of you wouldn't pick it if you're picking it you're probably gonna play it next up is oh there it is formidable speaker this is john emmanuel to proz world championship card so this is two in a green for a two four elf druid at rare and when this creature enters you may discard a card if you do search your library for a creature card reveal it put it into your hand and then shuffle and then it has an activator ability one tap it to untap another target permanent that's a sweet card pretty cool card it's an elf to they they let them have a an on type card I mean even without the untap ability I'd be pretty happy with this card definitely three minute three minute two four discard your worst card to get your best creature that's fantastic and then the untap is a little awkward to use like I'm not sure exactly what you're what you're meant to be doing here but um it still seems like you know it's relevant game text usually to untap a big blocker sometimes I guess you could fix like if you need a double block or something right there is there there are some ways that you could end up end up using it but mostly three mana two four goes get your best creature and it's an relevant creature type sounds great to me it sounds awesome yeah I like a minus for formidable speaker I like the flexibility on I can discard a land and get my bomb that's kind of the thing that comes to mind but also sometimes you just discard you know something and go get your four drops so that you can continue your curve out right and and keep putting stuff on the board I like that flexibility a lot where you have formidable speaker I think a minus that's exactly what I was thinking a minus it it gets quite a bit better the more um good creatures you have in your deck right that is actually something like there there are some decks that will not be able to use this as well like maybe a kit conduct that doesn't have a bomb or something like that right man you got a two four for three that's just like holding down the fort while you set up for your big bomb that's just nuts next is mutable explorer this is two in a green for a one one shape shifter at rare it has changeling and it says when this creature enters create a tapped mutable token it's a land with taps to add colorless and pay one mana it becomes a two two changeling and telling to turn that's still a land yeah this is a cool you kidding me what a cool card right that is awesome I think that uh I'm gonna try this in cube though I kind of don't think it's actually gonna be gonna be necessarily good enough but I'm gonna try it that is a that is like if I were to say okay louise here's a ramp spell it's like that you would not come to this conclusion very often but uh there it is that is cool though I like that they made it a changeling too I mean it goes with the mutable thing but also just like you know you kind of need that in this set yeah I mean I I think b plus for mutable explorer I do too that is just a lot of material to put on the board and you know mutable are good all right next is Tristan callous cultivator this is two in a green for a three four legendary elf druid at rare this is the double face card so this one has death touch three mana three four death touch and whenever the whenever this creature enters or transformed in in transforms into the front face of it you mill three cards then if there's an elf card in your graveyard you gain two life at the beginning of your first main phase you can pay black to turn it into Tristan pen penitent color which is also a three four uh with death touch and it says whenever this creature transforms into this side mill three cards then you may exile an elf card from your graveyard if you do each opponent loses two life kind of kind of a weird card so you're gaining two losing you're busy you're kind of every other turn doing the drain yeah this is a lot less exciting than the other cards in the cycle because what is the dream here exactly the dream here is that you play this and gain life and then you flip it and then you drain them they lose two life and then yeah the the upside here seems to be that you're just absolutely stocking your graveyard so it's sort of like an enabler for the rest of your elves deck but the other cards were just really good on their own you know i mean in context of the deck still but still they're just really good and this one seems really slow i mean they did give you a freaking three four death touch for three so we're not going to be complaining but clearly this is a good card and you you will be happy to play this card in your deck but it's not a bomb this is a b agreed i mean it is if in any elf deck it is game two lose two gain because it's not even of the milled cards like you're you're hitting that like oh yeah i know it's clearly a card a elf deck it wants to play but you also can't just mill yourself for three until the end of the game like that's up pretty quick yeah um you can just stop transforming it i guess is probably right but then you're not doing the you know the dream yet yeah uh yeah i like b or maybe b plus for tristan cal's cultivator but it is not in that a range like the others were i'm good with b plus on that champions of the perfect is nexus is three in a green for a six six elf warrior at rare and and of course as an additional cost to cast this spell you behold an elf exile it it says whenever you cast a creature spell draw a card wow they didn't even narrow it down to elves it's just any old creature and whenever this creature leaves the battlefield return the exile card to its owner's hand so you get a four mana six six like let's not bury that lead that is a huge creature and then whenever you cast a creature spell you draw a card so ideally this thing survives at least until your next turn where you can get your card going and start smashing i mean that is just if there's ever been a must kill that's it i mean i mean if you if they if they cast this card which they did against me once i i felt if i don't kill this i'm gonna lose i was able to kill it then eventually i think i still lost the game but it's just unbeatable if they untap with it and it's a four mana six six so it's hard to like a i do too i do too nothing wrong with this one no six toughness makes it hard to kill so you need specific types of removal to do that next is selfless safe right this is three green green for a four two elf warrior at rare it's got flash and convoke and it says when this creature enters choose a creature type other permanents you control of that type gain hex proof and indestructible until end of turn oh that was really disappointing yeah you get a four two it's a four two and if this if this eats a removal spell or helps you win a combat like you're gonna you're gonna feel pretty good about that that is true there is upside there but i wanted it to be more proactive you know i wanted it to do something with with combat a little more getting my you know i wanted it to be like a you know a pump effect for my team or something like that this is a little disappointing on that front how do you feel about a flash convoke four two i don't mind it i mean you're not gonna want to cast it end of turn i think what you really want to do with this card more than anything else is just to block i see and and then convoke it out and then just win yeah because this even grants it to other permanents so you can't play this and then block with it and have it like be awesome right exactly i'm gonna say c plus on selfless safe right it's gotta be a little better than that does it maybe just imagine if you just eat a group removal spell like you have that is good or when one combat it is still good and convoke is good all right be mine is you think it's a b yeah it's good it's got convoke it's got flash it's very efficient it's two potential three for one potential four for one potential i keep going that is true it is true what you say all right be selfless safe right you better do me right i i also do i will say that elves does seem to be okay with kind of setting up a big board and and leveraging the graveyard and it doesn't have to be like turning stuff sideways all the time and this does enable that game plan further so that that probably bumps it next is spry and mighty this is foreign agreeing for a sorcery at rare it says it says choose two target creatures you control you draw x cards and the chosen creatures get plus x plus x and gain trample in town of turn where x is the difference between the chosen creatures power it's a cool cool card it takes a little bit of effort to to work but if you can get a differential three you're drawing three cards and then attacking with a seven seven and a four four with trample and if the differential goes higher than that like you're really in the moment forget about it yeah we've got some lord of the rings vibes here too right oh yeah little halflings and entry folks or hobbits and tree folk and it's an end i do know that uh i would probably give give this a b plus like it's situational but the reward is definitely there you win the game a lot of the times when you cast the card what if the difference is one no then you're pretty unhappy you don't want to do that okay but two is like already fine right at two you're still you're still maybe you got a four four to two two now you're attacking with a six six and a four four and drawing two cards yeah i mean that's not too bad that's probably already good and and you outlined three and that already seemed kind of busted and anything above that's insane um rules wise choose two targets you control and then this stuff out so we're not targeting right so my past this card you choose on resolution i think because to avoid the like oh what happens if i kill one of them that's what i'm answer yeah because that would like potentially fizzle the whole thing so can my opponent like let's say i have a one one and a seven seven and i say i'd like to play spryan mighty well can they mess it up oh yeah if if those are the only two creatures you have in play and then they you cast this at the end of it if it resolves it just won't do anything oh really so the so you have to make sure the way is well wait no no no i got that the opposite way this chooses on on casting so you're safe what what where you will get screwed is if they have a minus x minus x ability but like let's say you have a one one and a seven seven you just cast this uh wait no it's not an additional cost rewind ignore everything i just said the way i said it the first time i was right you cast this card it's on the stack okay if they kill what you're one of your only two creatures you can't choose two creatures i don't think it'll do anything if if you have three creatures in play and you cast this and they kill your biggest creature you can then choose the other two and still get some kind of maybe get something out of it where you're where you're insulated is if you have two four fours and two two twos then they no matter what they kill you'll still have something to choose and i could even see a scenario where you have a two five fives and a one one and you cast this they have to kill your one one to stop it yeah that's interesting okay well if if it is that much riskier i would bump it down to like b minus or b range i still love the upside like you said upside still there may just win the game on the spot and if you just wait till they're tapped out or reasonably tapped down where they're not going to mess with your stuff yeah green light go for it and you're going to be in a good spot okay yeah that's an interesting one uh next up is aurora awakenr this is six and a green for a giant druid it's mythic rare it's a seven seven trampler and it has vivid when this creature enters reveal cards from the top of your library until you reveal x permanent cards where x is the number of colors among permanents you control put any number of those permanent cards onto the battlefield then put the rest of the cards reveal rest of the revealed cards on the bottom of your library in a random order holy smokes and you can't miss well you can hit you can hit uh lands lands are permanents i guess i kind of misses at the point that you have seven mana yeah but i mean imagine you vivid for three you just reveal you put your top three permanents into play jeez and you're getting a seven seven trampler yeah i said giants has some some good seven drop giants that are just like the top of the curve here yeah i like a minus for aurora awakenr i do too most the most the time you cast it you're gonna get like minimum two it's really hard to get less than two obviously one is possible i mean not us we're gonna get five obviously but yeah i mean but it's not that hard to get a bunch here so i i think a minus for aurora awakenr look when you cast your seven mana spellers this or the other giant that makes them all one ones it has a really big impact on the board where even if this thing is dealt with you're still probably in decent shape and that's exactly here yeah a perfectly fine use case would be even if it's just two you get like a land in a creature plus this it's like that's already good and that's like kind of aiming low next up is sapling nursery this is six green green for an enchantment at rare it has affinity for forests that's cool and just to in case you don't know what that is this spell costs one less to cast for each forest you control and it has landfall whenever a landing control enters create a three four green tree folk creature token with reach and it has one in a green exile this enchantment tree folk and forest you control gain indestructible and talented turn holy crap dude this is awesome the sweet spot is four where if you can play this for four mana you can often play a land the same turn and once you're doing that every land is a three four seems like you'll win the game because each land gives you time to draw more land and especially if you have cars that like search for lands so if i have four forests that gets me to that point yeah it is literally forests so dude this is sweet i have yet to see this card be great i did have my opponent cast it for six mana against me and they made one tree folk before they died but i can imagine like an 11 or 12 forest deck which seems plausible can can really make this thing work and even if you cast it for five mana that's still a three four reach keeps you alive really really well so i like build around b for the nursery it looks pretty good i think i like build around b plus or a minus for it this is like very my type of card though so i have to certainly is pull myself away i'll say build around b plus for sapling nursery all right that moves us to gold cards we've got it looks like some pairs of gold cards here the first one is deepway navigator which is blue white for a two two merfolk wizard at rare it has flash and when this creature enters untap each other merfolk you control and as long as you attack with three or more merfolk this turn merfolk you control get plus one plus zero weird so you're meant to attack yeah you see you're meant to attack and then play this like before damage yeah because it just says as long as you attack with three or more so it doesn't uh it doesn't it can come out during combat and then of course you can flash this to to block or to use your merfolk tap abilities like multiple times it's probably weaker than just a lord that says you know merfolk all plus plus one like the uncommon but right it can still do some things it's a b it's a good card for merfolk yeah it looks like a solid b deepway navigator next is sig's command there's a cycle of these two by the way uh one blue uh white for a kindred sorcery merfolk this is rare and you get to choose two and there's four different options that you choose from first one is create a token that's a copy of target merfolk you control the next one is creatures target player controls gain lifelink until end of turn the next one is target player draws a card and the last one is tap target creature put a stun counter on it dang man they didn't mess around with these things that's three mana for that yeah i mean the commands all have caught create a copy of this of that creature type so we know we know that that all of those do that but when you look at sig's command i think that the most profitable one is to make a merfolk and draw a card but the later the game gets the more likely you are going to want to give lifelink or tap a creature and the less likely you are to want to draw a card i think because you generally near the end of the game you want things that happen right away right but kind of doesn't really matter how you choose it the fact that it has draw a card means at worst you're like all right tap your creature draw a card get a stun counter like right that's totally fine so i like b plus for sig's command and same it is room it is room to grow if you have a lot of really good merfolk like this card can be awesome yeah really sweet next up is deceit this is four and two blue black hybrid so four blue blue four black four blue black for a five five elemental incarnation that is a mythic rare and it says when this creature enters if blue blue was spent to cast it return up to one other target non-land permanent to its owner's hand when this creature enters if black black was spent to cast it target opponent reveals their hand you choose an online card from it that player discards that card and then the really fun part is it has evoke for blue blue black black or if you're crazy blue black yes um this card so there's a cycle of these evoke elementals too that have hybrids and basically the the most interesting thing to figure out is which one color makes these worth it because if you're both colors all of these cards are awesome like a level cards like because you can get both right that's the this is an a like imagine you spend six mana you play this as a five five bounce one of their things then get to thought sees them and you could take the one you bounced or you could take a better card if there is one if you can only play the blue half you still play this card like you imagine you're playing this in blue red it's four blue blue for a five five that bounces anything there's a lot of etb bounce creatures in the set there are there's a lot of flash and that and uh you also have the buyout of blue blue bounce something at sorcery speed but that's not that exciting if you could only play the black version i'm not that interested i'm less interested six mana five five discarding their best card on turn six or seven is you know sometimes can miss but i guess you can cast it on turn two so i would probably give this about a like a b plus in blue a b minus in black and an a if you're both together definitely and yeah just try to get both of the costs in there and and imagine an elemental deck that like a blue green elemental deck you know that can always almost always play the blue version and then sometimes if it gets the right fix and can just like sneak the black in there too i love the art too this that's a front runner for my favorite card in the set uh next up is dream harvest which is five and then the same thing two blue black hybrid it's a sorcery at rare and it says each opponent exiles cards from the top of their library until they have exiled cards with total mana value five or greater this way until end of turn you may cast cards exile this way without paying their mana costs so seven mana sorcery each opponent exiles cards so you're only getting their stuff this card is disgusting if you've ever played two headed giant by the way oh really it gets both of them yeah that's nasty so you're getting so what does it mean they've exiled cards with total mana value five so like if they go like two two six drop then it's like it stops then so what you want with this is you want to hit four and then hit a big thing yeah so two two six drop like i was yeah okay yeah you you want the ideal scenarios you get up to four and then you hit a five drop or a six drop right but you get all of the cards like you get all the cards you get to cast them all right away this is sweet this is awesome look on the one hand often you're going to spend seven mana and cast less than seven mana worth of cards you're going to hit a two into a four or just hit a five or whatever sometimes you're going to hit like nine mana worth of cards if you're lucky and if you ever hit multiple cards you're probably getting your your money's worth even if it doesn't quite add up to seven mana so i like b plus um what does do you envision this any controlling deck any any deck that can like just draw the game pretty much that that card is super sweet uh next is shadow urchin this is two and a red black hybrid so three mana total for a three four oof it is rare it says whenever this creature attacks blight one and whenever a creature you control with one or more counters on it dies exile that many cards from the top of your library until your next end step you may play those cards so for being off-brand and oof you know not a not a supported type this seems pretty reasonable because it's not hard to have creatures running around with counters on them and then like imagine you have a two two with a counter on it you can now just jump with it and then you get a card back um because until your next end steps you have like that whole turn cycle and just can attack and put a counter on it you can put a counter on itself and then if it dies in combat you'll still get the trigger so and the triggers counting the number of counters that were on it when it died yeah okay so it's either one counter or or two or three or whatever and you can play you can play multiple cards so you you know you have the same kind of like time window to play them all but you might be able to play two cards out of the same trigger and it's until your next end step so it is so kind of that in combat it's that turn right but if you block on their turn it's you have until your next turn okay that that does seem good you know again this is one of those cards that we're trying to say okay it's not a goblin right so it's not an elf those are the decks that might want to play this you know are we are we it does it meet the threshold of of raw power level and yeah i do think it does actually i would probably run a shadow urchin in my yeah looks like a b to me i mean it's also it's also a three man a three four grander when it attacks you do have to blight but three minute three four is pretty good stats totally and also you can just block with the thing next up is oh i had this one too grubs command this is three black red for a kindred sorcery goblin so this is the command for goblins choose two the first one is what louise said create a token that's a copy of target goblin you control the others are creatures target player controls gets plus one plus one and gains haste until end of turn uh or you can destroy target artifact dot dot dot dot dot or creature so there's a straight up removal spell and then the last one is target player mills five cards then puts each goblin card milled this way into their hand yeah i mean you're gonna cast this almost always is the destroy target creature mode and then if you have a big board plus one plus one dollar goblins if you have a medium board maybe copy a goblin if you have a small board maybe mill mill mill and get goblins it it does do a lot of getting goblins it does it does my brain when i had it in my deck i was like i either want to make a token and pump up my squad because it gives a token haste and you just kill them on the spot that's that's the do i just win if i do these two if no then almost every time i was destroy a creature mill myself for five and get the goblins out of it you know so i would draw two or three or one or you know if i got really lucky four something like that um but i mean that that's the highest leverage right you're for sure killing something on the other side and then you're giving yourself a good shot to get say two cards into your hand from it and just kind of complete the three for one which is very difficult to be long term if you have the win on board or if it looks like you could win yeah just copy your best thing and then give everything haste and smash you know what i really want to combine a draw three with which is kind of like a draw two or three or whatever is a removal spell so i have time to cast all totally dude it really the the only thing about it is that it's in goblins that's kind of trying to turn sideways but it goblins definitely has the grindy element if you go for the the more chip damage one that you've been describing and this fits perfectly into that and then of course you know it is a kindred sorcery goblins so you can get it back with grub and just do all these stupid things i mean i like a for all i just would give it an a in goblins yes i had it i would have played like that the thing is this doesn't need to need to be in goblins to be reasonable like you can splash this as a destroy target like a overrun plus destroy you know target creature totally or if you have some changelings you'll copy a goblin sometimes oh what if you're a mill deck yeah mill them mill them for five taste it next up is rating schemes this is three red green for an enchantment at rare it says each non-creature spell you cast has conspire which says as as you cast a non-creature spell you may tap two untapped creatures you control that share a color with it when you do copy it and you may choose new targets for the copy a copy of a permanent spell becomes a token i think this is maybe two steps too many honestly right it because first of all it's a red green card looks already like a little bit harder to play a second it only copies non-creature spells and you have to have two creatures that share a color with that spell this looks like an f to me yeah i just think that the juice and the squeeze are very far apart next up is vibrance which is three and two red green hybrid for a four four elemental incarnation at mythic rare and this is the kind of evoke payoff for this so it says when this creature enters if red red was spent to cast it this creature deals three damage to any target and when this creature enters if green green was spent to cast it search your library for a land card reveal it put it in in your hand then shuffle and you gain two life and then yes it has evoke for two red green hybrid mana that's a beating oh yeah this card's excellent the the fact that both modes are fine to just evoke like i'm gonna pay red red to kill something or green green to go get a land if i need to do that right if you're if you're in that position it's obviously a good card um makes this card something i'm very happy to just take early and try to be red green it is better to be red green but i i like this at a if you're red green and pretty much b if you're green or red especially if you have some other combos and stuff with it like ways to get something back from the green river nice because imagine your black green deck you can pay green green to play this early as a land searcher you get it back and maybe by then you even have some random off color fixers to make it so you get the red red version right really good card to go into the five color vivid deck definitely what an amazing payoff for that deck next is figure of fable this is one mana so it is a green or white mana it's a hybrid and it that's for a one one kithkin and it has three activated abilities this follows a template you know going all the way back to figure of destiny but we've seen it on a few cards and this one is you can pay one mana again a green or white so green or hybrid for this creature becomes a kithkin scout with base power and toughness two three so you upgrade it from a kithkin that's a one one to a kithkin scout that's a two three the middle one is one and two green white hybrid so three mana total and then it'd be and then it says if this creature is a scout that's what prevents you from skipping abilities here it says it becomes a kithkin soldier with base power and toughness four five and if you want to do the full meal deal here it's six mana three and three green white hybrid for if this creature is a soldier it becomes a kithkin avatar with base power and toughness seven eight and protection from each of your opponents which means you can't target it you can't block it you can't do anything to mess with it I mean this card is just absolutely absurd that is you don't even have to be green white like obviously it's best green white but this is not like figure of destiny where it takes three to turn it to level two and six to turn it to level three of the same color if imagine if you're green black you just play this card easily make it a two three and then at some point make it a four five and then later in the game make it a you know seven eight pro everything a hex drinker so I like a for figure of fable I do too it look the first time my opponent played this against me I read it and I'm like yep that's a problem like there's just there's no real fail case and especially in straight green white they they never have color issues so right and yes it is best in green white but it's totally playable everywhere right and you know it's worth noting that this is old school template like you can do this anytime you want you can just sit on the mana you can do it in combat you can do it and then if they try to kill in response you can just do it again like the these cards are very difficult to deal with next is uh bridge it's command this is one green white for a kindred sorcery kithkin yes the first and you get to choose two of these four modes yes the first one is create a token that's a copy of a kithkin you control the other modes are target player creates a one one green and white kithkin creature token the next one is target creature you control gets plus three plus three intelligent of turn though this is a sorcery and the last one is target creature you control fights target creature an opponent controls and then just as a reminder these are uh you know these things happen in the order that they're printed on the card if you were to say give your creature plus three plus three and the fight that will get plus three plus three first and then fight the creature so you so you'll you know basically guaranteed win that fight this is probably the worst command just because i feel that way to only one one one and like getting a one one kithkin that's the fail mode that's like totally i have to make a one one and a sorcery speed buff the sorcery speed buff sets up the fight really what you want to do with this is make a kithkin and have a bigger kithkin fight one of their smaller things so you can just get the clean two for one that's your best case yeah but uh i would say in general like i mean look this one's like a b plus right you're never not playing this and it's a reason to be in green white but it's just not on the level of the other commands yeah next up is abigale eloquent first year this costs two mana you can pay white white black black or black white so two black white hybrid for a one one legendary bird bard at rare and abigale has flying first strike and lifelink and it says when abigale enters up to one other target creature loses all abilities put a flying counter a first strike counter and a lifelink counter on that creature this is what i was talking about this is absurdly real so what does it do like it breaks you down and builds you right back up again like what is the idea just that you target one of your things and these three counters are just going to make it better than whatever it was anyway oh yeah and it's not even hard for that to be imagine your average three three would you rather have its ability or give it first strike flying a lifelink right totally yeah there's only a few rares that you wouldn't take that deal on the sweet spot here is three three where you really want to target a three three with this but a four four is obviously even better if you have to you can target your opponents thing but obviously you don't really want to do that but i mean imagine they have like the one two like you know that lets them play cards out of their graveyard making it into a one two flying lifelink first strike is probably better for you than a one two like the blight shaman or whatever so i like i think i like a minus for abigale just imagine the average board when you cast this make a three three or four four into a flyer hit them for a big lifelink flyer and this just sits around as a one one flying first strike lifelink that's totally a reasonable thing yeah and also wait a minute like if abigale dies those are counters yeah yeah they're not not connected at all so the abilities come back uh no no if abigale dies it doesn't matter it's fair it gives his abilities permanently yeah this this just happens okay my she's no longer connected to the card at all got you got you got you okay but but you you are left behind with a one one flying first strike lifeline yeah which is like i said a really relevant card so okay i had two in my deck and they were incredible so i would give it an a minus a minus really strong for abigale yeah that's a really potent trio of counters next is called emptiness this is four and two black white hybrids six mana total for a three five elemental incarnation at mythic rare it says when this creature enters if white white was spent to cast it return chart creature card with mana value three or less from your graveyard to the battlefield and when this creature enters if black black was spent to cast it put three minus one minus one counters on up to one target creature and it does have a vogue for the two black white hybrid good god i mean yeah you kidding how many three four ones are in this well there's a whole cycle of commands and a whole cycle of elementals yeah i'll do it good start i would say this is an a in black white and a b in mono if you're either mono color yes agreed wow i still want black white to be a real thing man if you're actually if you're capable of playing the black side it's actually like an a minus still the split card of black black minus three minus three or six mana three five minus three minus three that's pretty good that is really good okay next is sanar innovative first year this is two and two blue red hybrid for a two four legendary goblin sorcerer at rare and it's got vivid at the beginning of your first main phase reveal cards from the top of your library until you've revealed x non-land cards where x is the number of colors among permanents you control for each of those colors you may exile a card of that color from among the revealed cards then shuffle you may cast the exiled cards this turn so again we kind of weird templating but basically you untap and then you reveal one card for each color and then you can cast a card for uh then you can cast all those cards each turn so but of the color like they have to you have to like sort of checkbox them right for each color you can only cast one of each color but the uh so if you have this you're exiling two cards and you and you can choose so sorry you reveal those cards and then you choose an exile one for each color and then you can cast those cards so sanar by himself reveals two and then you can then choose to cast a blue card or a red card you can exile a blue card and a red card and play them right exactly the cool thing about this is like the cards you don't choose go back into your deck okay they shuffle and if you know you're not going to cast a card let's say let's say you flip a good four-minute blue spell and a four-minute red spell you should just decide which one you're going to cast and only choose that one and then shuffle the other one back in your deck assuming you want it back in your deck which I say most of the time you probably do right um if you get a third color off this it's just obscene you're just you're exiling three cards and then just you know choosing to play some amount of them but to be clear like and I know this isn't likely but let's say I exile a black card and a green card with it I just can't do that I can't cast them right if this is all I have on the board yeah you you can't but that's not going to happen right I had this card once it was just incredible basically it's four mana two four if you untap you win the game right that's what it feels like it feels like a card draw engine that is unbeatable if you get to survive with it that is like super creepy art though I am out on sanar innovative first year um but as a card like where does it fit you know the I mean I mean honestly I think clearly I think a minus might be a reasonable grade for this would you play it in like goblins or something I you know I had it in goblins and it was awesome I would play this in any deck okay and it's also really easy to cast it's hybrid so yeah if you first pick this you can put it in your merfolk deck you can put in your goblins deck you can put it in your elementals deck you know okay it just goes everywhere and then of course if you are in the multicolor vivid deck it's just absolutely off the hook next is ashling's command this is the blue red command so it's three blue red for a kindred this one's instant elemental um and it's rare choose two create a token that's a copy of target elemental you control though it is an instant speed kind of interesting the other three are target player draws two cards boom ashling's command deals two damage to each creature target player controls wow and target player creates two treasure tokens that third ability is interesting right it's narrow but when it's good it's great yeah the third like as the deal two or the treasure uh the deal to the deal to yeah I think you're again the optimal modes for this are general or like the modes that you think about are also going to choose the draw two and either make an elemental or deal two to their stuff if if you're playing against someone who's susceptible to that but making treasures is not that bad either no like imagine an empty board you're both doing nothing all right I'm going to draw two make two treasures and maybe you know play play something big maybe the only thing that's crazy about this is a flame braider can cast it on turn three you know the two drop two two the taps for mana so I like a for ashling's command all the commands are just really good this one this one's quite excellent next up is luin imperfect naturalist this is two green black hybrids so two mana for a one three legendary elf druid it's rare it says when it enters mill four cards then you may put a creature or land card from among the mill cards on top of your library and it has an activated ability of two and three black green hybrid five mana total tap it and discard a land card to create a one one black and green worm creature token for each land card in your graveyard so so this one is hybrid but I think it mostly fits into green black anyways just because it's it's got the whole self milling aspect and this is the one where you'd want like the you know like the midnight telling and the elves that mill three and stuff because if you can discard a land and make like four worms you feel pretty good about that if you make more than that like we're you know we're actually talking worms of the earth are coming for you so I think that uh the fact that it's also a two-mana elf that lets you get a good creature back on top of your deck so it's not card advantage in that sense but lets you go dig up a creature yeah among the milled cards not everything but still still it's also a setup I mean two mana one three mill four as an elf is just like a playable card exactly that that's what this is right this has two very distinct modes the first one is just set up for elves it's not amazing but it's good enough to put in your deck and then it has this late game thing that it can just at some point start turning top deck lands that you don't want into multiple worms and that that's a good way to win the game I like that that that's a cool that's a really cool design I mean I think I would give it like a B yeah B for Lewin sounds perfect pretty cool though or imperfect yeah next is high perfect more more can't I always think of that when you say the job thing uh two black green for a 4 4 elf noble at rare whenever a high perfect marquant or another elf you control enters each opponent blights one right tap three untapped elves you control to proliferate at sorcery speed and for those who don't know proliferate means choose any number of permanents and or players then give an additional give each another counter of each kind already there so like if it has a minus one minus one counter you give it an additional one you add one to it if it has a charge counter it gets another charge counter and you when you proliferate you choose all right I will do this one this one this one and this one and they each get an extra counter that way you don't have to give your opponent like beneficial ones that is cool man so that uh that blight one can really start to get the ball rolling because you know there's no mana cost on the proliferate part you know it's tapping elves and that can get out of control the only saving grace for your opponent is at least it's at sorcery speed where they can't just hold up a bunch of blocking elves and then do it on end step yeah one of the things when you're playing against this card when they when they go like blight one on you you kind of want to stack all the counters on a creature until until it dies basically because imagine if you have two three threes and you put a counter on each and then they proliferate now you have two one ones whereas if you put two counters on the same one they proliferate now one's dead but you have a three three you overall have lost less so if if they have this card if you're playing against it you do kind of want to spread the counters around as little as possible and just concentrate them if you can but obviously eventually that creature dies you have to keep going so great card i mean you do need to be heavy elves to really make use of it because if you if you can't use the proliferate ability and you're not getting multiple counters off the first trigger it's not that impressive but every time i've had or seen this in elves it's been awesome so i give it an a minus it's not quite a windmill slam bomb like the next card which is uh but still very very good next card is tristan's command which is four green red for a kindred sorcery elf at rare choose two of these four options the first one is what we've seen you get to make a copy of target elf you control the other three though are return one or two target permanent cards from your graveyard to your hand or destroy target creature or enchantment or creatures target player controls gets plus three plus three and tell enough turn and you untapped them what is the untapped them um i don't really understand that maybe you're tapping your elves to cast this like your mana elves oh that is dude you nailed it it's like you cast your your lan or elves and then get it that's cool um so what's the maximum value here get two permanents back from the yard and destroy a creature yeah well the maximum value there there's a the card the uncommon that we talked about don blessed pennant which lets you pick a creature type then you can pay two tap and sack it get a get a card back of that type back if you have this okay well no you loop it because this returns two permanents so you sack the pennant get this back destroy one of the creatures then next turn you know or sorry you cast this get the pennant back destroy creatures then sack the pennant get this back and you're getting an additional permanent every cycle as well it's not even just a straight up like loop uh a terminate so that's actually a big thing to look out for mm-hmm the hard part to get is the tristans command of course but if I had this card I would be on the lookout for don blessed pennant I would take it very highly because you you just get into this loop where yes it costs nine mana to do the loop but you don't have to do it all at once and every loop you get an additional permanent back and destroy one of their cards like it does not take very much to do that imagine you go tristans command kill your biggest thing get back two elves play the two elves trade them off then go pennant get back command kill your biggest thing get back pennant plus elf like that's disgusting that is a concession yeah also this card is just good by itself six mana make an elf kill a thing or six mana kill a thing get back two cards sometimes you'll cast the plus three plus three but it's just you could take that part of the card off like that last mode and I don't think it would change my grade of the card like it's an a and it's just not not going to be not an a because you take the weakest mode off right and the weakest mode when you do choose it usually just as you win the game like it just absolutely like it whenever you pick plus three plus three it's going to be because you do the math and you go oh well yeah game either they're dead or they have to chump enough that it's better to do that but yeah a for tristans command easily splashable and look out for that mondo combo I think that's like a really real part that's nasty next is kirol attentive first year this is one and two white red hybrid mana three mana total for a three three legendary vampire cleric at rare it says tap two untapped creatures you control copy target triggered ability you control you may choose new targets for the copy and you can only do this once each turn it's kind of a bizarre bizarrely narrow effect yeah I mean elementals has a lot of triggers but even mirville cast triggers too like yeah it's pretty flexible mana wise you you've got a bunch of etb cards I mean any any etb ability is just going to be awesome with this card so I like b for kirol I just think the way cards are these days if you slot this into a random deck you're going to have a bunch of stuff that it works with yeah it does feel like how it is and and this can be one of the creatures you tap right so it's like yeah next up is brie of clan stout arm this is two red white for a four four legendary giant warrior at rare activated ability one in a white tap it another target creature you control gains flying and lifelink intelligent of turn and then it says at the beginning of your end step if you gain life this turn exile cards from the top of your library until you exile a non-land card you may cast that card without paying its mana cost if the spells mana value is less than or equal to the amount of life you gain this turn otherwise put it in your hand draw the dang thing this is another of those you know off main creature type cards that we have to say is it powerful enough on its own and heck yeah it is right I mean the ability here is not only get a four mana four four it's totally fine you start throwing your creatures at their face I mean the creature doesn't even die or anything that's the thing it goes to the sky it's supposed to die like when a giant chucks you like this you don't survive it but this just does now they land just fine and I don't even care about getting more a lot of life to play the spell for free that's a nice bonus but even throwing a two two at them you gain two they take two and you draw a card into turn and you draw a non-land card it's not even just draw a card you actually get a card card yeah what the heck yeah uh what does it fit though like this is a red white spell yeah I mean sometimes you'll just play red white and it'll be in that deck sometimes you'll splash it in like the vivid deck it looks like a great card to splash and you're like red green or red blue deck you know and there's like a little bit of fixing there's like a sprinkling of fixing you could you could imagine just like playing this in a goblin's deck if you have an evolving wilds and one other card or something like that so I like b plus for breathing a clansed out arm very good next is catharsis this is four and two red white hybrid six mana for a three four elemental incarnation at mythic rare when this creature enters if white white was spent to cast it create two one one green and white kith can creature tokens and when this creature enters if red red was spent to cast it creatures you control get plus one plus one and gain haste until end of turn and then it does have evoke for the same cost as before two red white hybrid it's a three four for six that just gives you a full board state yeah this I think probably the weakest of the incarnations because you're not going to play this just for the red red part like if you're if you're mono red or like only red because certainly red red evoking it is generally not good but even six mana for a three four that gives all your creatures plus and plus one and haste that's okay but that's not so it's a four five he would attack the rest of your team yeah still a thing it's still a thing but not like amazing and then no white white to make two kith kins or six mana for a three four plus two two again both fine but not like amazing so this one actually looks kind of like a b to me where if you can play both you'll be happy to play because you're attacking with a four five and two two twos but I don't know how often you're going to be red white and playing it for either half doesn't seem incredible yeah the white white seems you know if it's four white white for a three four and two one ones yeah yeah sure that's that's grave tighten enough I agree b plus for catharsis unless you can get all of it together which which is less likely in which case I it's probably still an a or somewhere in that range next up is tam mindful first year this is one and a blue green hybrid it's a two two legendary gorgon wizard so two mana two two each other creature you control has hex proof from each of its colors and tap it target creature you control becomes all colors until in a turn so by itself it doesn't have any protection it you know it doesn't have hex proof in it and or anything like that but it's kind of like a giver of runes where they can't target anything else till they kill this just does mean they're going to kill this first though so I think I would play this card whenever in you know pretty much any deck it's easy to cast it's a two mana two two that they have to kill or the removal spell turns off that that's a pretty potent card I mean sometimes they will be end up in a spot that they can't really do much and you and you're getting the even if you don't activate it like if you happen to be in the mirror or something they just can't like you play this in your merfolk deck and they're playing blue white all your other stuff's gonna have hex proof of course again they can just kill this but let's look at the merfolk mirror imagine they have all lockdown enchantment yeah don't kill this you know yeah I guess the white one doesn't let you exile it but imagine they just have the blue one and they just you know this they can't get rid of this that's that's gonna be pretty annoying so I like b minus for tam b minus for tam mindful first year next is wistfulness this is three and two blue green hybrid five mana total for a six five elemental incarnation at mythic and it says when this creature enters if gg green green was spent to cast it exile target artifact or enchantment an opponent controls and when it enters of blue blue was spent to cast it draw two cards then discard a card and then of course you can evoke it for two green blue hybrid it's also a freaking six five for five it's pretty big this one's big this one I like a lot especially since it's kind of got the opposite thing going that catharsis the red white one did which is the blue green decks are easily going to be able to meet these requirements and that you know are pretty flexible with the mana the red white decks like the opposite where it's like oh I guess I'm going to try to play red white and you know the man is going to be an issue so I like wistfulness a lot this this looks like an a like getting getting to disenchant getting to the draw two and discard one getting a six five all that's good stuff definitely and they really set that and I would play this in blue or green you don't need to be both they're both modes are totally fine totally and man six five for five's nice next is oh it's Doran besieged by time oh no he got real old this is one and a white black green the old one cost just that without the one so four mana for still a zero five legendary tree folk drew it at rare and it says each creature spell you cast with toughness greater than its power cost one less to cast and whenever a creature you control attacks or blocks it gets plus x plus x until in return where x is the difference between its power and toughness so it makes things cheaper but by the time you can cast this that's probably not like a huge upside right it makes you're like you know you're you're one three now attacks is a three five it's kind of a weird sort of ability what is this thing attack is a five ten attacks is a five ten which is pretty big too yeah four mana five ten on blocks or attacks that's actually kind of good I don't you know I think the the thing that I keep thinking about is like I keep looking at the mana cost right so like when I see this type of mana cost my mind goes to the vivid decks but I'm not sure if Doran besieged by time is like what the vivid decks are looking for and if that's not the case it feels like it's kind of an outlier like it there's not really a strong tree folk deck like you know what I mean like I I start to struggle with where it's going to fit into the format my guess is if you can cast this in the vivid deck it's worth it because it's really big and it also three colors could could make some of your other stuff a little cheaper though most of the giants are like square stats anyway so you're not getting a discount on like you're like seven mana giants unfortunately but this is kind of like a builder on v if your mana works it's fine if this card costs two green green we would give it an a you know right right just for stats yeah yeah just for massive stats but you know if you can cast it it's good okay next up is marlin fey ascendant this one costs two blue green black for a four five legendary elf fairy noble got a mix here and this is rare it's a flyer and it says whenever marlin or another elf or fairy you control enters exile the top two cards of target opponents library once each turn you may cast a spell with mana value less than or equal to the number of elves and fairies you control from among the cards exiled with marlin this turn without paying its mana cost have we seen an elf fairy before well there's a bunch of shapeshifters in the set but yeah yeah true true true um there's probably some sort of team up in some of the other sets when there's like there's like multi legends it's kind of cool to have a an overlap here yeah yeah this is obviously solta is the elf fairy colors they share black and then some elves in green and fairies in blue and you can kind of put this into either an elf deck splashing green or more likely a sorry a fairy's deck splashing green or more likely an elf deck splashing blue a green black deck splashing a little blue because this cares about you having a bunch of elves and fairies but you know in the fairies deck is not going to have as quite as many as the elves deck so you want to be heavier in elves right five mana four or five flying exiled their top two cards and then you can play a two drop out of it and then next turn you play another one they can play up to a four drop and it can look back at previous turns as well oh no exiled this turn okay so you have let's see yeah you have to you have to play the card to turn you exile it so the turn you play this you can play a two drop next turn you exhale two more and you can maybe play a four drop okay there's only cast spells so you can't play lands but that's fine yeah i mean this just seems cool in the elf stack like if you could just justify the extra blue mana somewhere like this is yeah looks like a builder on a minus to me yeah i mean yeah if you cast this and they don't kill it you're gonna get ahead pretty quickly i would imagine it's got a few moving pieces going the mana cost needing elves needing fairies but it's really powerful like again the limit test i like to use with this kind of card is if you're a point of cast this card how do you feel when you can't kill it and the answer is you feel like you're gonna lose so you feel like you're gonna lose pretty quick too yeah uh yeah but i think it's just a question of getting the mana under it but mariland's like an a minus yeah i'll give it an a minus next is mirror mined crown this is four mana for an artifact equipment at rare it says as long as this equipment is attached to a creature the first time you would create one or more tokens each turn you may instead create that many create that many tokens that are copies of the equip creature and the equip cost is two and that's all it does yeah i do you're gonna love this one so you have to play it you got to equip it then you got to make tokens and you can make tokens that are copies of that creature so you have to have a good creature or you're not it's not really worth it easiest f of my life yeah i'm good at just giving an f i'm fine with that yeah i think you would be doing your opponent a great service by putting mirror mine crown in your deck um next up is chronicle of victory which is six mana for a legendary artifact at mythic rare it says as it enters choose a creature type creatures you control the chosen type get plus two plus two and have first strike and trample and whenever you cast the spell of the chosen type draw a card yeah that's money that'll end the game i mean this just looks like an build around a like you just have to you you just have to have enough creatures of the right type which i don't think will be difficult because you cast this you immediately get this overrun of plus two plus two first strike and trample it might just kill them right and if you're lucky you're not going to kill them because then you get started but i think chronicle of victory looks like a windmill slam early pick yeah you'd you'd much mostly rather be kithkin or goblins just to take advantages but merfolk are fine elves are fine like yep just don't be one of the off brand right you don't want to be giants or something build around a for chronicle of victory and then our last cards are a cycle of shock lands we've got hollowed fountain blood crypt temple garden steam vents and overgrown tomb uh all represented here at the rare slot so dual lands that count as both of their land types and they enter the battlefield tapped unless you pay to life in which case they don't yeah these are all basically like c plus level cards right they're they're just fine okay and then we have a much smaller bonus sheet than what we've had prior uh so let's get through these these are i guess a special guest and again they're like old ones they're they're reprints and we're gonna kind of we go a little quicker through these because some of them are just not really applicable and you don't see them very often uh the first one is idyllic tutor it's two in a white sorcery search your library for an enchantment card reveal it put it in your hand and then shuffle i could not imagine play that in this format no that's enough uh nexus kins bale cavalier three in a white for a two two kithkin knight and knight creatures you control have double strike not kithkins but knights yeah this is kind of funny because it's like asking you to pay attention to a subtype like a secondary type but it's four mana give all your knights double strike there are a decent amount of kithkin knights like i wouldn't i wouldn't be surprised if this card was okay in the right deck yeah and you're getting a two two double strike for four kind of spotted to you here still feels sea-ish to me like a sea i think so next is miss bind click this kind of interesting that they put this in because this has the old version of champion but this is three in a blue for a four four fairy wizard with flash flying and champion a fairy that's where you have to exile one that's already on the battlefield and when a fairy is championed with this creature tap all lands target player controls this was one of the most annoying and hated cards to play against the during it's hey day because you know you can do this during your opponent's upkeep and kind of in many ways take away a lot of their turn yeah this card is is a bomb with the the main drawback being that fairies are not the most supported type but i mean if you have sufficient fairies or changelings this card is unbelievable look it puts them in such a such a bind as it were yes like you can if they if they attack and you cast this and you tap all their lands and then you block they just automatically lose because they they they skip their turn but if you if you have like some counters or something and then they cast something first and you cast a counterspell that can work out or you just cast this on their upkeep and just make them skip their turn which you probably will do but you know most people's play patterns to attack before casting spells because that is the the the heuristic right you want to keep your mana up you want to threaten things you don't want to show your opponent what you're doing before you cast a spell or before you attack rather so you look at misfine click and it's just not hard to to imagine how this is going to really just destroy the opponent yeah the one thing to keep in mind here is that you know champion a fairy does mean it has to be on the battlefield and if you can't you have to sacrifice the misbind click which you can just do it you still get the effect but um you know given that we're not going to have that density of fairies you know that that will make it even harder to keep this thing on the board next is wanderwind profits this is for blue blue for a 4-4 merfolk wizard and it says champion a merfolk so same thing and whenever this creature deals combat damage to a player you may sacrifice a merfolk if you do take an extra turn after this one this one i don't like that seems so expensive it has to get through and you then have to sac a merfolk take an extra turn which i don't think it necessarily uh you're down to merfolk in the exchange already so i kind of like f for wanderwind profits i don't think this is it how about bitter blossom one in a black kindred enchantment fairy at the beginning of your upkeep you lose one life and create a one one black fairy rogue creature token with flying that's an a i mean it's one of the best cards if you just cast bitter blossom early like it's so hard to lose the game because the other thing is yes you're losing a life every turn but if you can block with the tokens you're you're kind of getting some of that life back like if you need to jump and there's there's just like most games or if you cast this early you just kill them way before it kills you definitely turn to bitter blossom is and it's enchantment which is one of the most difficult quite hard to kill yeah yeah really hard to kill next is fairy macabre this is one black black for a 2 2 flying fairy rogue and it says you can discard this card to exile up to two target cards from graveyard so that's like if it's in your hand you can just pitch it to get rid of cards but we don't that's not really a limited thing to rip up cards just for that small effect this isn't really a card i'm interested in playing looks like a d next is goblin chieftain this is one red red for a 2 2 haste goblin that says other goblin creatures you control get plus one plus one and half haste yes please yeah i'm in for b plus for goblin chieftain yeah very solid card definitely goblin sharpshooter this is two in a red for a one one goblin and it says this creature doesn't untapped during your untapped step whenever a creature dies untapped this creature and tap this creature deals one damage to any target can become a bit of a machine gun when used you know against small creature decks yeah i i think goblin sharpshooter is unbelievably good if they can if they can remove it creature comments like impossible because imagine this you attack with your 2 2 they block with their 2 2 you're like okay two goblin triggers on the stack i'm gonna shoot your want your 2 2 untapped shoot your 2 2 now untapped again still have one trigger on the stack shoot another 2 2 untapped another 2 2 now it's untapped and there's another trigger on the stack right well maybe not in that case but basically with a sharpshooter in play it auto kills all one toughness creatures because they can just untapped for free like no yeah and anything that has too toughness you just need one trigger to go on the stack and then it can start mowing it down again combat impossible with this thing out or even not combat imagine you have this out you draw removal spell you're like okay tap ping your 2 2 kill your 3 3 untapped ping your 2 2 now it's untapped again ready to do its work so i like a minus for goblin sharpshooter just one toughness just a but like if you've never played against this card and honestly it's probably been more than a decade since i played against this card well if we're being realistic more like two and in play this card is just it doesn't it's just completely unbeatable if there's a luck a bunch of creatures in play and you expect creature combat to happen it's hard to overstate how how annoying the card is yeah it first came out in 2002 louise next up is heat shimmer this is two in a red for a sorcery it says create a token that's a copy of target creature except it has hasten at the beginning of the next end step exile this token nah nah not worth a card next is devoted druid this is one in a green for a zero two elf druid it taps to add green but you can put a plus one plus it's usually a minus one minus one counter on it to untap it so you can kind of burst mode for an additional land additional mana on a turn and if you're pumping elves with some sort of uh yeah pump effect it is adds even more greens i'll like be for devoted druid it's a solid little card definitely and it's it's i mean you get to tap it twice for mana in a turn even if you don't mess with it that's a lot next is helix pinnacle green for an enchantment with shroud people that haven't seen this card are gonna laugh uh you can pay x to put x tower counters on this enchantment and at the beginning of your upkeep if there are a hundred or more tower counters on this enchantment you win the game and shroud means it can't be targeted by any anybody by the way yeah a hundred mana is kind of a lot to add up even if you're pretty good at making mana right think about it if you could make 10 mana a turn it's still 10 turns and still you win until you win so no we're not playing helix pinnacle um next is leaf crowned visionary this is green green for a 1 1 elf druid that says other elves you control get plus 1 plus 1 and whenever you cast an elf spell you may pay green if you do draw a card heck yeah yeah this looks great i would i would probably give it a put this in the a range because it's not only a lord it also draws you a bunch of cards so i like a for leaf crowned visionary just go elves definitely go birds next is regal force this is four green green green seven mana total for a five five elemental and it says when this creature enters draw a card for each green creature you control are we willing to pay seven mana for a card like this at this point it's still a lot of cards it's still big yeah it counts itself so it spots you one it's an elemental so your flame braiders can help cast it um i would say build around b for regal force you got to do a little bit of work to make sure you can cast this but i mean i could imagine an elves deck that just has some removal has some elves has a couple ramp cards and then it's just like all right i'm going to cast regal force draw four yeah probably going to win me the game gg next is mana morphos this is one in a blue excuse me one in a red green hybrid for an instant add two mana in any combination of color so it's mana neutral but you get to draw a card too yeah this is a card you could always put in a red or green deck and in your vivid deck you know it'll it'll help fix some mana but it's also not a card that does anything right it's like a c plus but you're probably not going to fit it in your deck very often i would only play this if i really need another card which is hopefully not the case or you're playing like five colors three to five colors and you know you can actually use the fixing but your average like green black deck should probably not play mana morphos really funny these next two cards are both in the green blue and one of them is one of my all-time favorites and one of them is one of my least favorites yeah uh first the good one just to say which is which yeah riz and reef one green blue for a one one elemental and whenever this creature or another elemental you control enters look at the top card of your library if it's a land card you may put it onto the battlefield tapped if you don't put the card onto the battlefield put it into your hand so it's a three mana cantrip elemental that makes all your elementals cantrip and if they hit laze they just put them right into play right chef's kit b plus for risen reef and then we have slippery bogulf or from the boggles deck it's green blue for a one one beast somehow and it has hexproof there's really no use case for it in limited now this is this is clearly one of those like ah we put this in here to you know for for some other reason basically yeah uh next is dolman gate this is two mana for an artifact prevent all combat damage that would be dealt to attacking creatures you control negative yeah too much has to go right for this to work it's just it's just too situational i you know this card can win games you play kith kith deck and you play this and just like every turn attack with everything but they're two three still block your two twos uh yeah i kind of like f for dolman gate i i feel like it's not not where you want to be feels like it's hard to be worth a card there door of destinies is four mana for an artifact as it enters you choose a creature type whenever you cast a spell of the chosen type put a charge counter on this artifact and creatures you control of the chosen type get plus one plus one for each charge counter on this artifact so i mean a powerful card but it kind of has to hit the battlefield early on because right you want to cast your stuff after right if you play us on the full board it might do nothing and then it has the dream of you know getting up to three counters and being you know incredible so how does this compare to like gathering stone the uncommon that's like you know you know that lets you kind of look for cards and make them cheaper yeah it's similar i i would probably give this like a build around b if you're really heavy on a creature type it's probably it's still worth it yeah because you only really need to get to plus two plus two before it's like kind of already dumb and plus one plus one is good like that you'd be surprised at how good just giving everything plus one plus one is if you could build a deck that that can make that happen plus you plus two is really good and plus three plus three is like gg kind of easily so yeah i'd go build around b for door of destinies it would be worth including in your your heavy creature type deck next is painter's servant oh my boy this is two mana for one three scarecrows an artifact creature and as it enters you choose a color and all cards that aren't on the battlefield spells and permanence are chose are the chosen color in addition to their other colors so this is a card from older formats with like grindstone and pyroblast and stuff like that i don't really know what it's doing here besides like it it makes your vivid stuff plus one color but it makes everything all that color i i think this is worse by a significant margin than the common that fixes your mana and turns into a different color so it looks like a f to me i just don't think i want to play this card last card is thousand year elixir it's three mana for an artifact it says you may activate abilities of creatures you control as though those creatures had haste and you can pay one mana and tap it to untap a creature it's going to need another thousand years to cook because it's not ready yet put it back in the oven thousand year elixir gets an f oh man these rares were impressive luise that there was a lot of three for ones and like very big swing kind of mega powerful stuff that we saw here yeah i mean the the the cycle of commands and the cycle of champions and then the cycle of elementals with evoke that these are some pretty powerful cycles and there are some interesting stuff you can do with them i like the loop of tristan's command plus the dawn pendant that that's pretty neat yeah the thing that stood out the most it was rarely that we were like is this good enough it was more where does it fit like what do i have to do to make this work because there weren't that many that were just like blanket cast them they're great many of them were like well it depends on how many elves you control or how what's your prismatic count or whatever vivid count you know these type of things and i think that that's going to be the challenges not that the rares have the potential to be good but it's up to us to kind of place them in a position where you're really going to get max value out of them i think if you can these are going to be like game enders there was a lot of a's in there too all right let's call it a show there if you want to find us on social media i'm marshall underscore l r and luise's lcv pretty much everywhere if uh you'd like to check out old versions of the show including last week's set review but also set reviews going back all the way to 2009 you can go to lrcast.com to see that as well as links to our stuff on the front page of that including luise's youtube channel for example so you can see him play lauren eclipsed already he's already got some stuff up there that you can watch and see how he approaches this brand new format and maybe you can emulate it at least somewhat we also want to thank ultimate guard for their support of the show and our patreon supporters as well that's going to do it for this one we will see you next week all right you know i'm not a shuffler truther but the the arena team has been up to some shenanigans uh they saw this because it did did data analysis after uh someone clued him in on it and it actually lined up with a lot of people including ourselves probably we're feeling which is that in the arena cube you cannot open multiple pieces of power there's like a power slot i think is the well that i don't think is confirmed but we think that that that might be what it is cards cannot you can't open mox sapphire mox jet together or like they they they looked at how often that happened it basically doesn't happen so and i think mana crypt and solar and were included in that number and i want to say there's a number of reasons why i think this is a bad idea to do number one presumably it took work for them to implement this so they had to like think this was a thing worth doing to code it right and you know we don't care about how much work it takes because it's that doesn't really impact us but truth fact matters they spent some time on it number two and this is probably the biggest one for me they're messing with how the packs work but they're not telling you that in a way that's actually reasonably different than how they work in real life or on magic online or most of the other places you would experience that now every time i've gotten past a piece of power which has not been zero it used to be i thought oh they passed me a mox jet because they opened a time walk me too and now it's like no they just passed you a mox jet because they decided to take who the hell knows whatever you know dude not a piece of power i got past a black lotus and i was going to send you a screenshot but it was going to be like yeah somebody opened a time walk or whatever yeah now it was like no i just straight up got past the black lotus like what which you know in pack one there's no excuse impact like three black lotus is actually a pretty tough one but i could see a reanimator deck passing it for an in-tune when they have like the whole you know the whole deck set up or underworld breach when you have led and brain freeze you could it's a tough decision maybe you'd make it i would take the lotus try to wield the breach to be honest if i have breach and brain freeze and lotus and led who else taken that breach but uh but i think it is actually bad to to do things like that without saying it not not like you know the most grievous you know injury or anything like that but one of the problems with digital games especially ones connected to paper is you really have to do a lot of work to make it feel like a paper game or to feel like a connection to the paper game and stuff like this hurts that it makes it less connected and makes people think okay well you're stacking the packs are you stacking my deck now you know are is am i a shuffler truther now do you are you making it so i draw less lands or a very common they all pair you up in mirrors and stuff like that like you know just all the nonsense conspiracy theories but you're just giving them you're energizing them you're giving them life by doing that and the part that i think makes it is the most egregious to me is it's not even bad to open multiple pieces of power that's what leads to you sending me a screenshot you're like uh dude i open lotus and time walk which one do i take right or like hey look i got a fourth pick mox sapphire because this pack had a bunch of pieces of power right and all that stuff is cool the upside is is true which is more individual people open power because it's spread out more but i don't know the whole thing just seems kind of like a boondoggle it does it just seems nonsensical and it's not a big deal either way but it is just kind of funny it's like why why do this why spend the time to do this but here's the thing i want to know and here's i get to put my my tin full hat on they open the door for this do you think that they made it so people open power more often because i kind of have been feeling that oh man i feel like both i have opened way more power than in a normal run and i'm playing against power more i feel like the power is showing up at a higher rate more than you would expect so because like if you think about it uh two-thirds of the time or like two-thirds the power should be opened in an average draft about because that's how much of the cube is opened i bet more than that is open and i don't have a way to confirm that but that is my sense of things my intuition and humans are pretty bad at intuition on large-scale effects like this so i'm not saying i'm right but i feel like i open way more power and i played against way more power just in this in this run of cubes so kind of curious that that one that one i don't mind so much more power that's fine but the random like you can only open one piece of power like yeah kind of kind of strange is all