The new set isn’t really looking to rock any established foundation. We’ve got about 50% reprints, 50% new cards, and no new mechanics. That doesn’t mean it’s going to be bad by any means, in fact it may be a better set because the designers are working with far less unknowns than usual. Either way, I have been feeding and watering my J2SJosh in my basement, and I feel like he’s thriving. Let’s take a look at blue.
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
Assuming you want to enable threshold, this card is excellent. If your deck doesn’t have too much trouble achieving threshold this is a 4/4 flying for 4, which is a giant threat.
A gigantic flying threat with a brutal passive ability. The passive works for any life loss, and also triggers life gain synergies. It also goes infinite with Marauding Blight-Priest.
The strength of this card depends on the creatures you’re able to pair it with. Trading up with a Burglar Rat, is one of the better sequences with this card.
While the mana efficiency is nice, there are scenarios where this card falls flat, like not having a card you want to discard, or not having 2 creatures to return.
The main problem with this card is that it only works on offense. Free food is great, but if you’re able to attack each turn, it’s likely less impactful.
In the same vein as Spider Spawning, this is for one specific type of deck. The deck wants to mill itself as much as possible and use these as a win condition. I would avoid putting this in most decks that don’t have that exact game plan.
This works well with repeatable ways to assure your opponent loses life each turn, aside from attacking. Sometimes it does line up that this doesn’t grow at all, but they make pills for that nowadays.
I was really excited for a moment, thinking this was a buffed Blood Artist. Alas, this only triggers on your creatures. It’s still a powerful effect nonetheless.
Black looks a bit lackluster in the creature department. It does have some great removal spells (big surprise), and some solid utility spells as well. There’s also some good life gain synergy/enabling cards floating around if that deck proves to be decent. I’m going to be tackling red next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".