They’re all in, boys, so let’s have some first impressions! Here’s the remaining cards along with my knee-jerks. Berate me in the comments section for evaluations you deem piss poor.
Anathemancer – 1BR
Creature – Zombie Wizard (Uncommon)
When Anathemancer comes into play, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth {5}{B}{R}
2/2
This guy’s a mashup of price of progress, firebolt, and maybe dregscape zombie? Some mashups are clear, distinct old cards… others like this one are more like mashed potatoes… you see a bit of peel / skin here and there, but it’s mostly one new whipped up substance. Anyway, this thing is only capable of shining in older formats where price of progress will usually be superior. It might lightning bolt someone in limited I guess, but rarely. As such the unearth cost here is prohibitive, so mainly think of this guy as a gray ogre with an outside chance of doing some extra damage… like 1-3 max. This makes him marginally playable, but mediocre.
Architects of Will – 2UB
Artifact Creature – Human Wizard (Common)
When Architects of Will comes into play, look at the top three cards of target player’s library and put them back in any order.
Cycling {ub}
3/3
Nice. If you had some recurring method of achieving this CiP ability (isochron scepter / momentary blink?) then you could “sensei’s divining top” your opponent the rest of the game, giving them the worst of the three each time. All you’d need then is a way to shuffle their library when the worst option isn’t bad enough.
I think this is a pretty weak effect when it happens once. This is a slightly more flexible hill giant. Again, not superb, not terrible; marginally playable.
Arsenal Thresher – 2{wb}U
Artifact Creature – Construct (Common)
As Arsenal Thresher comes into play, reveal any number of artifacts from your hand. Put a +1/+1 counter on Arsenal Thresher for each card revealed this way.
2/2
Hmm. Well, let’s assume the “best” case imaginable… you drop this on turn 4 as your first play with 6 or 7 artifacts in hand depending on whether you played or drew. I say “best” because clearly this slow of a start kind of sucks. But at that point, this is a 9/9 for 4, which ain’t bad. However, returning to reality for a moment, usually you’ll only be revealing 2-3 artifacts in a limited deck bent on using this guy. So he’s a 5/5 for 4, a combination of casting cost, power, and toughness with a long tradition and pedigree, as well as myriad variations on drawbacks and bonuses. This particular variation (needing artifacts in hand) is somewhat intriguing in the tension it brings to the task of building a deck that wants to max this guy out… but I think compared to other 4-drop fatties, this guy is near the bottom of the barrel. If I’m already huge into esper by the time I see this guy, I might be intrigued, but seldom if ever else. He won’t see any play in constructed.
Captured Sunlight – 2GW
Sorcery (Common)
Gain 4 life.
Cascade
Gain 4 life, cascade. Cascade is interesting to me. I like it, but they’ve challenged us by making some rather plain jane effects. With captured sunlight I’m finally not sure the effect is enough… I’m just not sure 4 life is going to be enough to justify this… You still get the bonus 3-or-less-drop, but even still… I’m just not as thrilled by this as by previous cards we’ve seen with this keyword. I think ultimately, though, there will be some decks that just want as many cascades as possible…. whether such an approach is constructed worthy is anybody’s guess, but I doubt it.
Deadshot Minotaur – 3RG
Creature – Minotaur (Uncommon)
Cycling {rg}
When Deadshot Minotaur comes into play, Deadshot Minotaur deals 3 damage to target creature with flying.
3/4
A weird mix of flametongue kavu and elvish skysweeper maybe? Worse than either of the two, in my opinion, but still not without merit. There’s a fair number of annoying fliers that this guy can kill, and only a couple that he can’t. He has a time and place where he’s relevant, therefore, and cycling for the rest of the times helps as well.
Demonic Dread – 1BR
Sorcery (Common)
Cascade
Target creature cant block this turn.
Another pretty-damn-weak effect that will truly test the power of Cascade. This is another 3-drop, but I can’t help but think that ardent plea (a 3-drop enchantment with cascade) will end up being far better than this panic variant.
Demonspine Whip – BR
Artifact – Equipment (Uncommon)
{X}: Equipped creature gets +X/+0 until end of turn.
Equip {1}
Hmm. This is a peculiar equiment. It’s basically “howl from beyond whip.” You get a one-mana discount by the time you activate this for the 4th time in addition to the obvious reusability over the original. I think it’s solid. Should win some limited games at any rate, providing a fast clock for grixis and jund decks with some fliers.
Dragon Appeasement – 3BRG
Enchantment (Uncommon)
Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.
Oh my. Well, this has combo written all over it. There’s myriad ways to enter a loop involving sacrificing a creature… this adds one more card to the combo but in exchange you get to draw your deck… It’s not really instrumental to any combo I can immediately think of though, and seems likely to be a “win more” kind of thing. I’m guessing this 6-drop does NOT have the goods, even when you’d crafted a devour-centric kind of deck. Too little, too late in the game. For 6 mana, you should be finishing the game, not dicking around MAYBE drawing some cards.
Drastic Revelation – 2UBR
Sorcery (Uncommon)
Discard your hand. Draw seven cards, then discard three cards at random.
Every disaster holds mystery, for lack of sane witness.
Is this some weird attempt to make a fixed Draw7? Lame. This is a nerfed update of diminishing returns. If you could choose the discards, it might save this card, keeping it on-par with things like fact or fiction, in addition to making it a more interesting card. I think with the random clause it will only suffice in decks that don’t care if the best stuff gets binned… maybe you’re on demigod of revenge or something? Unearth times infinity? Something. As usual, “fixing” old broken cards results in new, uninteresting bookmark-type cards. Alas.
Ethersworn Shieldmage – 1WU
Artifact Creature – Vedalken Wizard (Common)
Flash
When Ethersworn Shieldmage comes into play, prevent all damage that would be dealt to artifact creatures until end of turn.
2/2
As far as ethersworn goes, it’s hard to beat the canonist. This fog machine doesn’t hold a candle to the original. Still, it’s a gray ogre with flash, so it can randomly nuke 1/1s, and it’s got the fog thing, so he can jump in front of a train for you as well. All in all, boring but solid.
Flurry of Wings – WUG
Instant (Uncommon)
Put X 1/1 Bird Soldier tokens with flying into play, where X is the number of attacking creatures.
Nice one. A great foil to the turn after your opponent martial couped you. This seems like a pretty “fair” card… I think it has the potential to swing games though, especially if you have effects to pump your team. Maybe an opponent calculates that the end-game race is in his favor, and you blow this thing and elect not to block, sending your pumped army through the skies the following turn for the win. I think this scenario will play out quite often with this spell. As such, I think it’s strong.
Gloryscale Viashino – 1RGW
Creature – Viashino Soldier (Uncommon)
Whenever you play a multicolored spell, Gloryscale Viashino gets +3/+3 until end of turn.
3/3
Hmm, this guy could potentially get nasty. I immediately thought of casting glittering wish for glittering wish over and over, but that’s kind of lame-ass. I’m guessing that this 4-drop is a little below the power curve, but will occasionally dole out a wallop with two multi-color spells pumping him huge. He can probably be counted on to swing as a 6/6 every other turn at least. He might be just what some 40 card 5-color decks want.
Identity Crisis – 2WWBB
Sorcery (Rare)
Remove all cards in target player’s hand and graveyard from the game.
Okay, this is sort of like amnesia, but it hits lands and the graveyard too, all for a barely-worse mana cost. So what can we say about this? Well, for starters, it’s slow for a discard spell. You’re only going to hit their very last few cards. Also, there’s way cheaper ways to deal with the graveyard. My feeling is that this card is tripe and will see no play whatsoever outside of randomly screwing an already-screwed limited player. I’d be reluctant to run this even in limited under the most favorable conditions. It seems good, but isn’t. Only as some weird mirror-match foil for long game constructed decks would this make any sense, and cruel ultimatum seems better… more devastating. I doubt it will ever see play.
Illusory Demon – 1UB
Creature – Demon Illusion (Uncommon)
Flying
When you play a spell, sacrifice Illusory Demon.
4/3
Awesome. This guy is sea drake sized, making him no joke. Drake was so popular because with a mox and an ancient tomb you can get your drake and not have to return any lands. This guy has to come out on turn 3… maybe turn 2 with the help of noble hierarch or BoP. Anyway, I think he’s extremely good, especially if you drop him with enough effects on board to avoid casting spells until your opponent deals with him. He’s tricky though… you don’t want to fall so far behind on tempo and board development that you’re forced to nuke him to play a removal spell or something… that would be frowntown. But yeah, I think this guy has some definite applications in which he will shine. He should have been a djinn.
Kathari Bomber – 1BR
Creature – Bird Shaman (Common)
Flying
When Kathari Bomber deals combat damage to an opponent, sacrifice Kathari Bomber and put two 1/1 red Goblin creature tokens into play.
Unearth {3}{B}{R}
2/2
Immediately I feel like I want to sac this guy then use airdrop condor to throw the tokens at someone… bombs away! He MUST be sacrificed though, which keeps this flying gray ogre from being excellent. He’s great if all you need him for is production of devour fodder though.
Kathari Remnant – 2UB
Creature – Bird Skeleton (Uncommon)
Flying
{B}: Regenerate Kathari Remnant.
Cascade
0/1
I’ll take will-o’-the-wisp with cascade for 2U extra! My intuition says this is a good cascade card for limited. Blocking is passe in constructed though (someone pass the memo to Gabriel Nassif, would you?). He’s very strong for limited.
Leonin Armorguard – 2GW
Creature – Cat Soldier (Common)
When Leonin Armorguard comes into play, creatures you control get +1/+1 until end of turn.
3/3
Hill giants are hill giants. He’s solid. Don’t underestimate the power of the small boost. There’s plenty of opportunities to generate tokens in this block.
Mage Slayer – 1RG
Artifact – Equipment (Uncommon)
Whenever equipped creature attacks, it deals damage equal to its power to defending player.
Equip {3}
“When the wielder is strong enough, any sword will do.”
- Kresh the Bloodbraided
Whoa now. This thing is serious! This will end stalls in a hurry, provided you have some mega beefy guy. And forget blocking with metallurgeon and friends! I think this is a very solid piece of equipment, doubling the speed of evasive clocks and enabling you to break through creature stalls with your fatties for value. Solid stuff.
Magefire Wings – UR
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +2/+0 and has flying.
Beware of auras and 2-for-1s. That said, flying and a boost is nothing to sneeze at. Still, I’d almost always rather have a flier in place of this. Or if I’m set on dorks, I’d probably rather have removal than this. What I’m saying is that this is decent, or passable at least, but I wouldn’t WANT to play it. I’ll reluctantly do so in some cases, but I don’t want to go there.
Mask of Riddles – UB
Artifact – Equipment (Uncommon)
Equipped creature has fear.
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip {2}
It’s a bargain for fear and curiosity. That’s all I can say really. Why not have your best guy also play looter il-kor while he’s putting your opponent on the clock? This equipment is very good.
Messenger Falcons – 2{gu}W
Creature – Bird (Uncommon)
Flying
When Messenger Falcons comes into play, draw a card.
2/2
Okay, flying 2/2 4-drops have a long pedigree of being “good enough” in limited. So the cantrip here is gravy on top of a decent flier. It’s nothing like tower gargoyle, but what can you do?
Mind Funeral – 1UB
Sorcery (Uncommon)
Target opponent reveals cards from the top of his or her library until four land cards are revealed. That player puts all cards revealed this way into his or her graveyard.
Hmmm… my initial scan of obvious eternal format combos came up blank… you might bin your whole library, which would obviously set up some kind of lethal combo or other… but hermit druid is equally fast, and I only know a few decks that really do that. So it’s not really adding anything new per se. Ichorid decks just dredge themselves along, so they don’t need this… I think it’s a somewhat abusable effect with no real home. I don’t think there’s enough unearth guys, nor enough non-land mana sources to really make a deck work that tries to combo with this. Maybe I’m missing something. I’m just confused about what you want to do with this. Maybe you use this in sanity grinding decks? How much will it mill for? It only has one blue mana symbol in it, diluting that deck some… plus it needs black… so yeah, I think it’s homeless. In limited, if you get two, and you already have milling going, you might have a monster on your hands I guess.
Morbid Bloom – 4GB
Sorcery (Uncommon)
Remove target creature card in a graveyard from the game, then put X 1/1 green Saproling creature tokens into play, where X is the removed card’s toughness.
Nice. This should regularly put 5-8 tokens in play, making it well worth the 6 mana. You need to have decent removal here though. Seems good to me any time you can consistently get 5 or more tokens.
Nulltread Gargantuan – 1GU
Creature – Beast (Uncommon)
When Nulltread Gargantuan comes into play, return a creature you control to the top of its owner’s library.
5/6
Interesting drawback! I think this is a well balanced card. I tried to think of a combo with aluren and/or future sight, but realized both cards have way better options already. He’s fast in limited if you have the one-drop, but he slows you a little. Still, he kills bull cerodon dead, as well as woolly thoctar, etc… and he lives to kill the next guy. I think he may be worth the tempo loss, but the loss is not insignificant. All in all, a well made card, IMO.
Predatory Advantage – 3RG
Enchantment (Rare)
At the end of each opponent’s turn, if that player didn’t play a creature spell this turn, put a 2/2 green Lizard creature into play.
Lizard tokens, here we come! This one seems lame to me… another effect you can’t really control and isn’t all that incredible even when it’s working on full blast. I think I’d be pretty sad to open this rare. Still, you probably play this in limited. I would. I just want more. I’m greedy. This thing will definitely put out some tokens over the course of a game though. Your opponent will eventually get to topdeck mode, and this really shines there, letting you break stalls and block all day. But again, it’s not really devastating, and the benefits are elongated and predicated over many many turns. You’d rather, in my experience, have a concentrated benefit RIGHT NOW that dramatically changes things, not a slow trickle of marginal improvements.
Sangrite Backlash – {bg}R
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +3/-3.
Good stuff. Mostly this will be used for removal I suspect. But every so often you’ll let a 5/5 go large to finish the game. Marginal to decent as pump, solid as removal. Compare to agony warp.
Sewn-Eye Drake – 2{ur}B
Creature – Zombie Drake (Common)
Flying, haste
3/1
Vulnerable but hasty and evasive. I like to play cards like this, but this does look like pinger bait. Use with caution.
Shield of the Righteous – WU
Artifact – Equipment (Uncommon)
Equipped creature gets +0/+2 and has vigilance.
Whenever equipped creature blocks a creature, that creature doesn’t untap during its controller’s next untap step.
Equip {2}
Illus. David Palumbo
#11/145
Decent defensive equipment. I prefer offensive. This will grind things to a halt though, if that’s your intention, buying you time and letting you slowly get in there with your flier(s). Middle-of-the-road in power. Not my kind of card.
Sigil Captain – 1GWW
Creature – Rhino Soldier (Uncommon)
Whenever a creature comes into play under your control, if that creature is 1/1, put two +1/+1 counters on it.
3/3
Very interesting. This could be sicko with the various token cards. Damn. Can you imagine spewing out 15 power worth of saprolings with spore burst? 6 power with dragon fodder? 25+ power with martial coup? This guy has potential. Plus, he’s a hill giant! Yay!
Skyclaw Thrash – 3UR
Artifact Creature – Viashino Warrior (Uncommon)
Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn.
4/4
You know… usually the coin flip stuff bugs me. Somehow, I don’t mind this as much… maybe because he’s not useless without the luck factor. I’d rather have a legitimate 5-power guy like mosstodon here, but he’s in esper / grixis colors. I’m not sure what to think about this guy, but I think I want to give him a chance.
Stormcaller’s Boon – 2WU
Enchantment (Common)
Cascade
Sacrifice Stormcaller’s Boon: Creatures you control gain flying until end of turn.
This is huge. In a fatties deck, this is mega-huge. Game winning. Cascade is a bonus on this card, as levitation costs the same. Once should be enough with this effect! Damn good in limited.
Stun Sniper – RW
Creature – Human Archer (Uncommon)
{1}, {T}: Stun Sniper deals 1 damage to target creature. Tap that creature.
1/1
Oh wow. This is great stuff. Such a sick effect, going prodigal sorcerer and master decoy all at once. The one-mana ability cost is a trifle. This is hot. A great addition to vithian stinger, and in my opinion, superior.
Talon Trooper – 1WU
Creature – Bird Scout (Common)
Flying
“The volcanic winds make a maze of the skies of Jund. If we mean to invade, we must first learn their invisible paths.”
2/3
Flying gray ogre plus! Definitely playable on color. Aven trailblazer is at least as good, but probably better. But so what? This guy’s good! Skies is really going to be viable in limited I think.
Thopter Foundry – {wb}U
Enchantment (Uncommon)
{1}, Sacrifice a nontoken artifact: Put a 1/1 blue Thopter artifact creature token with flying into play. You gain 1 life.
Very cool. This should super-charge some glaze fiend strategies. The life gain is gravy… mostly this is about getting dorks. I’m trying to think of older artifacts that can get around this cost by coming back to life somehow… drawing a blank. I suspect some shenanigans may exist here.
Unwinding Scale* – 2WU
Artifact (Uncommon)
{T}: Untap another target permanent.
#15/145
Icy Manipulator is awesome. This is like the opposite. Voltaic Key was good enough to be banned in many formats, but it cost 1. I’m guessing this will be a solid addition to many different decks in limited. It might be too clunky to make the cut in constructed, but that depends on the most powerful tap effect around.
Vectis Dominator – 1WB
Artifact Creature – Human Wizard (Common)
{T}: Tap target creature unless its controller pays 2 life.
0/2
Hmm… too conditional I think. This will never save you when it really matters, and the shocks… well, the shocks might add up, but in every case the opponent will accept the shock when he knows he can shock you or better, so I think this is just a speed bump at best.
Vedalken Ghoul – UB
Artifact Creature – Zombie Vedalken? (Common)
Whenever Vedalken Ghoul is blocked by a creature, that creature’s controller loses 4 life.
1/1
Needs lure! This guy seems strictly worse than the same 1/1 body with something like shadow instead of this 4 life loss thing. Personally, I think this is trash.
Vengeful Rebirth – 4RG
Sorcery (Uncommon)
Return a card from your graveyard to hand. If it is a nonland card, Vengeful Rebirth deals damage equal to that card’s converted card mana cost to target creature or player.
Remove Vengeful Rebirth from the game.
Nice… so this is going to brain your opponent as it regrowths your biggest dork. Nice! Sign me up! It’s a late game thing, mostly for when they nuke your meglonoth or whatever, but it’s great then! Two good cost-effective effects.
Violent Outburst – 1RG
Instant (Common)
Cascade
Creatures you control get +1/+0 until end of turn.
Okay, here’s a team pump effect with a bonus. I think this is right on the line of playable… if I’ve got any kind of swarm / token capabilities, I’m instantly more stoked about this card. I wonder whether the fact that cascade comes first here is accurate / intentional… this way you could potentially cascade into more tokens or creatures, and then the pump would occur.
Vithian Renegades – 1RG
Creature – Human Shaman (Uncommon)
When Vithian Renegades comes into play, destroy target artifact.
3/2
This looks like an improvement to viridian shaman, other than losing the elf creature type and gaining R over colorless. Still serves the same kind of function, but clearly there are times when being an elf is far better than an additional point of power. This is a needed effect with all this crazy equipment.
Sigil of the Nayan Gods – 1GW
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
Cycling {g/w}
As the elves learned the hymns of angels, the knights learned the roars of the titans.
Illus. Warren Mahy
#78/145
Interesting. This is an aura that can easily boost a creature by 4-6 points. That’s not too shabby. This improves with the number of evasive guys you have paired with swarmy tokens and the like. Once again, cycling marginally improves the flexibility of the card. I’m okay with this spell in the context of an evasive / swarm strategy.
Tainted Sigil – 1WB
Artifact (Uncommon)
{T}: Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.)
Sigils corrupted by outsiders do not lose their power, only their purity.
Illus. Chippy
#83/145
Whoa momma. This can be nasty, particularly in multi-player games. Earthquake for 5, then sac this gaining 20? Reminds me of an old combo I once saw go down in multiplayer involving blood of the martyr, inferno, and reverse damage. This spell is best when you have ways to do symetric damage (duh). Not bad. Might have a deck around it. Probably not though.
Cloven Casting – 5UR
Enchantment (Rare)
Whenever you play a multicolored instant or sorcery, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.
#86/145
Yikes. Well, at 7 mana, you won’t have a lot of multicolored instant or sorceries left in your hand. But this mirari effect sure is cheap… to activate that is. My guess is that this is way too slow to be relevant… probably even for limited. Junk.
Etherwrought Page – 1WUB
Artifact (Uncommon)
At the beginning of your upkeep, choose one – You gain 2 life; or look at the top card of your library, then you may put that card into your graveyard; or each opponent loses 1 life.
An unbound page is a riddle, free of cover and of context, a favorite of the hegemon.
Illus. Howard Lyon
#108/145
Hmm. Three weak effects to choose from! For one colorless mana, this would be worthwhile. In this form, this is pretty shitty. You overpaid for the effects, regardless of which you choose. Until you get about six activations, this is a losing equation. I’d probably just recommend gaining life the whole time, or maybe if you’re in a pinch filter some cards. Better yet, don’t even play this card. It’s shite.
Well, that’s the whole set. A little disappointing to me, but with a few fun cards in there… I’ll try to put together a top 5 or something soon… my picks for money rares maybe. Cheers!