![]() ![]() It’s hard to know what to make of Kayla’s Command. It’s just a pure upside if you ever do reach six mana. In The Trenches might be very expensive to access the removal mode, but you’re still happy playing with this as just an anthem. Glorious Anthem on steroids is a very interesting card. You might find a good compromise, but this is just awful if it’s making anything less than two tokens. Great Desert Prospector feels like a weird juxtaposition that makes the card worse than it immediately looks. I don’t think go-wide decks are all that interested in a pile of Powerstone tokens and decks that aren’t interested in going wide. Not only are there plenty of artifact creatures roaming about, they’re also the biggest creatures and the ones that you most need to be able to kill, making Disenchant likely to be one of the better commons in the set. Disenchantįrom pure sideboard fodder to premium and efficient removal in an artifact-themed set. Still, Deadly Riposte is definitely a decent option that’s available. White looks to be quite aggressive in this set, but I don’t think many decks will be interested in a more control-oriented removal spell. Three damage is a little low to only be able to target a tapped creature, but the lifegain is nice to see. I can’t imagine the Silence mode is all that appealing either, so I assume this is completely unplayable. While we do care about attacking the graveyard to some extent in this set, we don’t care enough to play a card like Calamity’s Wake that’s a pure blank in the majority of scenarios and doesn’t replace itself. There are basically enough small upsides to keep me interested, but it’s not likely to be a priority. Flash is definitely nice and there are a few 1/1s that I wouldn’t mind ambushing.Īmbush Paratrooper stays relevant in the late game by being able to pump up your whole team, so that’s decent. Ambush ParatrooperĪ 1/2 flier for two is quite a bit smaller than I’d normally be happy playing. You either end up with a 2/2 flier for three or a 1/1 flier that draws you a card, and you should be happy with either option. Each one mills for three cards and then gives you either a +1/+1 counter or an extra card.īoth options sound good in this case. Airlift ChaplainĪirlift Chaplain is part of a cycle of self-mill enablers. We’ve also seen vanilla creatures like this in recent sets do really well, so the combination of a vanilla 3/4 flier plus an extra +1/+1 sounds like a really good curve topper to me. White Aeronaut CavalryĪeronaut Cavalry is very reminiscent of Supply-Line Cranes, which ended up being quite a decent card. So cards with white costs for their abilities are listed as white cards. There are a lot of artifacts in this set, and I’ve sorted them based on their color identities. ![]() I’m also going to skip over my usual discussion of the mechanics and just jump straight into the cards. You get one of these in every draft booster so they’re a part of the Limited environment. On top of the roughly 260 cards that make up the main set there’s also an extra set of retro-border artifact reprints, similar to the Mystical Archives of Strixhaven, called Retro Artifacts. Cards like Chaotic Transformation and The World Spell. Virtually unplayable in every scenario and you should never put these in your main deck. Cards like Spell Pierce and Llanowar Stalker. They should be kept in the sideboard and might be useful in specific situations. 1-2: These cards are generally pretty bad and you ideally won’t play any of them.Cards like Magnigoth Sentry and Linebreaker Baloth. Most commons and uncommons end up in this range, and most of your limited decks will be made up mostly of these. Cards like Tolarian Geyser and Tolarian Terror. These are typically the best uncommons that really drive you towards playing a particular color, like build-arounds and good removal. Cards like Herd Migration and Wingmantle Chaplain. 8-9: Extremely good cards, usually game-winning bombs and the most efficient removal spells, though not quite good enough to be 10/10.Cards like Sheoldred, Whispering One and Sol’Kanar the Tainted. 10s will make a meaningful impact on any game regardless of when you play them and will be extremely tough to beat. I’ll underscore each review with a rating for the card out of 10. My hope is that these insights will go some way to help inform your decisions in your first attempts at playing the format. My review of each card assumes that the archetype it’s designed for is in fact playable. There’s no way to tell how fast or slow the format is without playing, or how good each of the draftable decks are going to be. Loran, Disciple of History ( The Brothers’ War) | art by Cristi BalanescuĪ quick reminder that these reviews are based on my initial impressions of the set.
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