Holy cow... So much good stuff. Still have another 108 to go... Maybe even change it to Top 10 for rares, uncommons & commons [3 categories] while having Top 5 for Mythics. Is there a new design team?!?!?! Things (overall, just MY opinion) have gotten so much juicier since Ixalan block. This is good time to play Magic.
As more cards come in, feel free to change up your lists.
I'm going to add my list near the end, but feel free to post whatever and whenever.
Side note: these are opinions, not facts, so please refrain from insulting anothers choice. One man's trash is anothers treasure, right?
My NEW, FUNKY FRESH list in no particular order - that's too much work, lol:
Mythics
1. Skarrgan Hellkite Another highly payable dragon. Always welcomed
2. Biogenic Ooze Even though I said "no particular order" this would make my Top 3 of the set
3. Captive Audience Downright mean... I'm never a bully, but cards like put in a bully's shoes for just a sec
4. Domri, Chaos Bringer I have a good amount of RG creature heavy decks for him
5. Emergency Power Wow... just wow... almost like a free Timetwister when you get a creature out of it Runner Ups - actually just about ties w/ above top 5 3 TOTAL:
A) Hydroid Krasis So much love: card draw, life gain, +1/+1 counters, flaying, trample... it's mutant Superman
B) Prime Speaker Vannifar I love making new decks, but the $$$ slow down the builds... making a UG "tool box" creature deck that takes advantage of Vannifar
C) Ravager Wurm Goes commando to the Commander... doooes your wurm hang low, does it wobble to your toes...
RARES
1. Judith, the Scourge Diva Great in so many ways: sacrifice effects, when my dude dies, board-wipe final slap
2. Font of Agonies Auto-include in my Suicide Black deck
3. Gutterbones Creatures that self-reanimate are awesome
4. End-Raze Forerunners Have a deck of green, splashy massive creatures. This is an awesome finisher
5. Incubation Druid... I love ramp, what else is there to say (oh, ramp that swing is better)
6. Bedevil Amazing removal (probably a chase card for the set) & a lot of cards w/ costs of XXY are typically great
7. Biomancer's Familiar Ways to reduce activated costs are too few & this one can do a lot to boot
8. Cindervines Not just a cool constant effect, but targeted removal for pesky artifacts & enchantments
9. Deputy of Detentions Removal on a stick will find a home in a few decks
10. Ethereal Absolution can get meaner and meaner when more than 1 copy drop
Funner-ups (3 total)
I) Hero of Precinct One Love multi-color interactions and token generators
II} Kaya's Wrath Cool board wipe, but color heavy so not really splashable. The life gain is a super upside though
Uncommons
1. Forbidding Spirit Blinkable pillow fort!!!
2. Essence Capture 2cc counter that makes a dude bigger?!?! I'm in!
3. Bankrupt in Blood Card draw is very important to my decks, so a deck w/ sacrifice effects will love this
4. Light Up the Stage Awesome card draw in an aggro deck
5. Fireblade Artist haste, bear (2/2) body, a sac outlet, direct damage to a player - a lot in a small package
6. Wilderness Reclamation It's almost like having twice as much as land as you actually see
7. Frilled Mystic Tougher Mystic Snake, gives control in a creature-based deck
8. Gyre Engineer As previously stated here, love mana dorks (called it "ramp" above)
9. Macabre Mockery it's instant speed... Instant Speed... INSTANT SPEED... *a'chem* love combat tricks
10. Rhythm of the wild Just hates on control deck - can be main-decked for Riot granting effect
Common
1. Expose to Daylight Instant removal w/ scry at common. Lovin' it.
2. Justiciar's Portal Another white blink effect (gets out of binds) w/ 1st strike combat trick! Love it!
3. Humongulus Fbhtht on steroids!!! (sorry, didn't bother to look up the correct spelling of it's name)
4. Plague Wight Having all creatures block it while everything else sneaks by
5. Cavalcade of Calamity Now I just have to build a Defender's deck w/ toughness damage
6. Goblin Gathering Another deck idea... find ways to keep casting/copying it after the second one has been cast
7. Skewer the Critics Always happy for a new Bolt-esque card
8. Applied Biomancy Combat tricks!!! Get'em when they least expect it
9. Final Payment Superb removal for a sacrifice deck, life-gain deck, or BW suicide deck
10. Rubblebelt Runner so many times in limited (even in constructed) games get drawn out by too many tokens
FINAL VERDICT: There is soooo much love and enjoyment in this set. I'm out of time right now, but will add some (possible) runner-ups for uncommons & commons later. And honestly, I could have gone w/ Top 15 or Top 20... there are some tough decisions to make here. I even left out 2 awesome Planeswalkers (Dovin and Kaya). Will be interesting to read (now) the responses of others and maybe hear some feedback on my choices.
Thank you all (so far) for participating and for those who still haven't added a list, don't be shy!
1. Pteramander - I think it will be strong in Izzet spells and could see play in other formats
2. Bedevil - Removal that deals with most permanents at instant speed for cmc 3, sign me up
3. Skewer the Critics - I think people are overthinking it being a sorcery, I wouldn't be surprised if this sees play in burn in older formats
4. Sphinx of Foresight - Seems really strong as a way to set you up at the beginning of the game and a 4/4 flyer that scrys ever turn is very good as well
5. Shock lands - because shock lands...
6. Dovin, Grand Arbiter can protect itself and ultimate is a better Dig Through Time
7. Mortify - nice reprint
8. Spawn of Mayhem - Good demon is good, see Doom Whisperer
9. Prime Speaker Vannifar - Loved playing pod when it was standard and modern legal, don't know if this is good but I want to try it
10. Sunder Shaman - best in it's cycle in my opinion
Other than Arena once a week, I only play EDH so here's mine...
1. Prime Speaker Vannifar - Pod in the CZ will be broken in some capacity. Remains to be seen if the colour restriction hampers cEDH play.
2. Bedevil - The sheer versatility is really going to help out my Grixis and Jund builds.
3. Smothering Tithe - Even ignoring that this is on flavor ramp non-green white decks have been dying for, I'm looking forward to abusing this in artifact sac builds.
4. Lavinia, Azorius Renegade - Another hatebear for W/U decks and will absolutely hamper cEDHs early combos.
5. Rhythm of the Wild - The fact that you can have a nigh-impossible to interact with infinite combo between this, Glen-Elendra Archmage and Blasting Station is something thats got me excited to find some more combos outside of it just being solid anti-blue tech.
(Now I'm stretching a bit, not that much to excite this set)
6. Frilled Mystic - U/G elves just got another stapple.
7. Wilderness Reclamation - Yeah, its a worse Seedborn Muse, but redundant/budget options in that department are always a bonus.
8. Shocklands - Because they'll be cheap as chips to pick up right now.
9. Electrodominance - Conspire this with Wort to burn out 2 players and cast a Brass's Bounty off of it sounds solid to me, and thats not even close to how good this card can be.
10. Teysa Karlov - Deatharmonicon with upside seems solid to me in these colours.
As others have said, the PWs seem weak, with a lot of these looking like standard-only cards. Similar to GRN, I expect I'll try a few of these cards before going back to the cards they replaced or dismantling the deck I built around them (sorry Lasav, Niv and Ioni).
Top Rares: Bedevil - Powerful, flexible removal. Possible eternal-playbale, though it's competing with Kolaghan's Command. Cindervines - A mini Eidolon of the Great Revel with a Destructive Revelry stapled to it. Will definitely see Modern play. Electrodominance - An instant-speed Blaze that lets you freecast Ancestral Vision or some other shenanigans. Plausible eternal-playable. Judith, Scourge Diva - I love Blood Artist effects in EDH, and Judith is a pretty sweet one. Smothering Tithe - Pretty absurd in EDH, gives white some much-needed ramp and psuedo card-advantage. Teysa Karlov - Also exciting in EDH, doubling dies triggers is unique and cool. Thrash//Threat - Instant speed fight is good. Instant-speed one-sided fight is better. Instant-speed one-sided fight that can also target Walkers is really dang cool. Add that to the fact that the right side is never dead and this seems like it has a lot of potential. Verity Circle - I have a great love for anything that synergizes with Opposition Theater of Horrors - Seems like a powerful Phyrexian Arena effect. Sphinx of Foresight - Chancellor effects are a space that has not been fully explored, this is very exciting.
Common/Uncommon top cards: Frilled Mystic - Mystic Snake gains +1 power and two relevantcreature types for 1->G. That's pretty amazing, definitely my favorite from this entire cycle. Pteramander - I've been trying to make mono-U Delver work in Legacy for a while. This is the piece I was missing. Rhythm of the Wild - Just haste and uncounterable for all your dudes would be good. Adding the ability to put a +1/+1 counter on your already hasty guys or guys you don't need to swing with is gravy. Skewer the Critics - More bolts seems great for Legacy/Modern Burn. Sure, sometimes you won't be able to play it for R, but those are the times where you almost certainly will have 3 mana to hardcast it anyways. Wilderness Reclamation - It's a new Seedborn Muse effect. It's not quite as absurd as Seedborn because it only gives you one untap in a 4-player game, not 3, but it still lets you mainphase stuff and then have counter mana up which is great for EDH. And it survives Wraths. Light up the Stage - The problem with Act on Impulse is that it's hard to pay 3 mana and then be able to use the cards you just drew. This draws one less card, but can cost 1 instead of 3 and gives you an extra turn to use them. Seems very strong. Growth Spiral - Explore is good. Instant Explore is sweet. Incubation//Incongruity - A five-deep Impulse is strong, even when type-limited. Having an expensive exiling Rapid Hybridization on the backside makes this a very strong consideration. Rakdos Firewheeler - After Flame-Tongue Kavu dominated standard, Wizards has been extremely careful when printing creatures with ETB burn. This is the strongest since then and will likely be very good. Consecrate//Consume - Cantripping Graveyard Hate stapled to a slightly-overcosted Tribute to Hunger seems powerful.
Mythics: Dovin, Architect of Law - A three mana walker that can create multiple Thopters and then threaten to catapult up his loyalty and uber-Dig Through Time seems like it's worth at least testing in UW Stoneblade in Legacy. Emergency Powers - The problem with expensive Time Twisters is that your opponent gets first crack at the cards drawn. This gives you two options for circumventing that: Either endphase it and immediately untap, or play it on your own turn and drop in your best card immediately. Either way seems really strong. Prime Speaker Vannifar - There's already multiple ways I've seen to turn a single activation into an automatic win given a few extra mana. Card seems absurd in EDH. Ravager Wurm - Immediately comes in and eats your opponent's best threat, land or creature. Can then either be fat or immediately dome someone for 4 as well. The flexibility is absurd. Spawn of Mayhem - Extremely powerful Suicide Black dude. 4/4 flying trample for 3 is already good, and if you can chew through your own life total, it grows every turn as well. Also turns on Spectacle and helps reduce your own life total.
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I'm gonna do top 10 Cards spoiled so far, and top 3 money card predictions. Please keep in mind that I'm primarily a commander player for the top 10:
10. Pestilent Spirit-- At the bottom of my list, I usually put cards that could be extremely fun in a niche deck. This fits that quite nicely.
9. Bedevil -- an upgrade and fun card for Rakdos players everywhere
8. Prime Speaker Vannifar -- the EDH potential is quite amazing, even though everyone is going nuts for the potent for combos with this creature it's too weak for eternal in my estimation
7. Revival // Revenge -- Easily the most useful split card, the double life for you // half life on opponent option is so great. It's super fun. Reanimate a utility creature, or make the life difference more vast -- this is the effects split cards should have -- one useful ability, and one reward ability.
6. Rhythm of the Wild -- It'll be a much needed staple for gruul decks everywhere, killing 2 birds with one stone.
5. Dovin, Grand Arbiter -- Though I'm not sure how he'll do in standard, he's great fun for Jeskai aggro edh, or even Azorius (if that ever becomes a thing). Just feels like it has the potential to ultimate right off the second turn (in edh).
4. Guardian Project -- A staple for Green decks needing card draw in EDH
3. Smothering Tithe -- Super fun, very exciting card that offers ramp to white (in EDH).
2. Biomancer's Familiar -- I have been WAITING for a god damned reprint of Training Grounds, a card that really isn't busted competitively (still an enchantment without a body) and should be allowed to exist anyways, it always gets passed over in every reprint opportunity -- so I am willing to take a less permanent, color restrictive version of the card. It will fit right into my Thrasios / Kydele deck, as well as my Sliver EDH deck.
1. Teysa Karlov -- The best for last-- this is a card that does something truly special. I can't wait to see the affect it will have in EDH as a general and as a support card. I love deathharmonicon. Great design that's been overdue for a while.
MONEY CARDS:
1. Spawn of Mayhem-- An extremely easy ability like Spectate makes this creature either very possible to cheat out turn three, or cast fairly at 4 mana. Plus it activates your other Spectacle cards, and would be a staple if Rakdos Aggro became a consistent force in standard.
2. Electrodominance -- primarily will be used as a rare cheat card for suspend type spells, which is why it will exist in modern. It's a nice mana sink for control style decks in modern as well. In standard it'll be a powerhouse because it can hit any target and cast any spell. Easily will stay high until rotation. It almost feels like Lavinia, Azorius Renegade was designed as a counter to this card (as the damage from the spell targeting Lavinia won't kill her until the spell is fully resolved, which would counter the free spell).
3. Gruul Spellbreaker -- an efficient beater with haste and protection on your turn is nothing to shrug at. Though I don't think it'll go over $10, I could see it going up to $8 if a Gruul stompy takes off in standard. Too slow for eternal, but there's big potential in it.
Overall it's an okay set (for me)-- I'm glad it had more EDH love than the last Ravnica set. That being said, a lot of efficient (for Standard, which I didn't include) creatures were created in this set, which is why I get the excitement behind it.
I really want to like Bolrac-Clan Crusher but I wish it had just "removing of a counter: deal 2..." or "remove any number"; but then that would be busted in limited and beyond.
I think I'm also alone in liking Hydroid Krasis this much. It's just great for Animar or any hydra tribal build.
1. Light Up the Stage: A 1-mana nigh-draw-2-cards in red is a powerful reward for Spectacle. 3 mana for the same 2 cards in red actually isn't that bad a deal. I ranked this over Skewer the Critics because I believe this will be the only one of the two to see play in Arclight Phoenix decks, due to their stronger desire for card advantage.
2. Skewer the Critics: And here's the other Spectacle card that will see play. Somehow, while testing Modern Burn decks, I've been able to support both (7 Spectacle cards in total).
3. Deputy of Detention: For the cost and practical ability of Detention Sphere, you can now get Detention Sphere on legs. Any added vulnerability this has to removal is probably compensated for by being so much easier to tutor for, dig for, and cheat in (e.g. Collected Company, Aether Vial).
4. Cindervines: Given how dead it can be if your opponent doesn't have Leyline of Sanctity and how it doesn't hose spell-spamming decks, unlike Cindervines, Destructive Revelry may now be out of a job.
5. Lavinia, Azorius Renegade: Humans players are going gaga over her. I suppose hosing stuff like some of Tron's removal, Dredge's Conflagrate, early Collected Company, early Gifts Ungiven and Past in Flames from UR Storm, Living End, early Krark-Clan Ironworks, Summoner's Pact, and more is probably fine.
6. Prime Speaker Vannifar: Assuming she survives, she can turn darn near any board state into an infinite combo with Kiki-Jiki, Mirror Breaker and an untapper/blinker in one turn. This includes singleton other creatures. Shells with her can probably tutor for answers to hate cards, too, so I believe Vannifar will spawn her own deck.
7. Electrodominance: I'm not quite as sure that this card will spawn or fully revitalize any decks, but this is definitely the funnest card in this list to build around. Cheating in cards with nonexistent mana costs will be its bread and butter.
8. Rix Maadi Reveler: Now this is the guy I actually see making it into Humans maindecks. They get Spectacle often enough and can use the late-game gas, but this guy is already serviceable enough as a 2-power 2-drop that filters/cantrips. I can also see BR Hollow One and Bridgevine picking him up.
9. Pteramander: A neat option for decks as spell-happy as Ux Control or happier. While an added vulnerability to Bolt and still being graveyard-dependent might turn some people off, others will definitely appreciate the fact that this always flies and is a Turn 1 1-drop.
10. Cry of the Carnarium: The nigh-auto-replacement for the sideboard choice Flaying Tendrils is probably a safe pick.
I already did my Commander skim-though in its respective thread in the subforums and I don't bother with other constructed formats at the moment (and am too tired to even try to poke my nose into guessing), so I'll skip through entirely talking about power-levels and potential powerhouses.
Also going to skip talking at length about overall design - to sum it up it's supposed to be Guilds of Ravnica part 2 anyway, but honestly I'm not sure if it's "more-of-the-sameness", or some the deconstruction of guild culture that makes RNA feel "weaker" than GoR in some degrees. I mentioned in the GoR review thread that the Dimir really skyrocketed because they were too ambiguous in the previous blocks, while Izzet just fell flat in sameness in this third visit. Well, for RNA guilds... I think I'll criticize them individually.
Azorius - Flavor-wise they're converting to Old-Kaladesh 2.0, which isn't new so it's just there. I had a bit of hope for Addendum since Time Spiral showed it permitted some good powerful cards, but we ended with mostly Limited Chaff, although it wasn't completely out of the left field for me, but I'm still sort of disappointed. At least Lavinia is really powerful card on her own.
Rakdos - They were always a mess (that's the whole point) and continue to remain to be, but it also carries the same stagnancy Izzet held. Mechanically it was simple as well (actually only Addendum is sort of refreshing in a vaccuum), but I think Rakdos features some of the best novelty toys for EDH.
Gruul - Maybe I had a bit of too much expectations, but I thought they'd be the "Dimir" of the set, but all I see is pretty much a big mess like the Rakdos, but unlike the Rakdos where it is intended, it's more of they didn't quite convey the internal strife of the guild as well, so all we have is Domri and his herd of boars... and a whole bunch of other clans. That being said I can see Riot being the aggro-powerhouse in Limited, I have personal bias in relation to my own decks in EDH, so I'll refrain from speculating its other constructed potential.
Orzhov - Entire culture demolition with Kaya usurping, if she doesn't leave post-Bolas I can see Teysa eventually leading into a direct internal conflict (from flavor I think she only disapproves of having undead as leaders, but otherwise conforms to pretty much how the entire guild operates, whereas Kaya is trying to Robin-Hood the guild from inside), but as of status quo it's pretty messy. Afterlife had potential, but as with addendum, they played safe with it, although the nature of the format and ability reckons I shouldn't underestimate it.
Simic - While everyone's having an identity crisis, guess who already lost it last block and is now winning me over with creature-type combinations instead? I really liked that they established the "Prime Speaker" role as temporary to begin with last block and promptly to show that they moved it over with relative civility. Mechanically, adapt itself is rather lackluster (even with the support), but boy is the +1/+1 general support a lot of toys to play with in EDH.
Flavor-wise I'd rank Simic > Orzhov > Rakdos > Azorius > Gruul from my expectations. Mechanics, from my full bias of my own EDH decks, it'd be Rakdos > Simic = Gruul > Orzhov > Azorius.
Now for the fun part - art and flavor text. Just gonna throw a simple like I did last set. Like last set, the art didn't really do it for me on a personal level.
Honorable mention to the general "chillness" of Orzhov art (Pitiless Pontiff, Seraph of the Scales, Teysa Karlov, Revival). I do appreciate the diversity in the set, but said diversity also made me appreciate what I personally preferred more).
5) Cult Guildmage - They said the Rakdos are the satire-masters now and this art deploys that the most succinctly.
4) Mortify - I just like it. Well being in the set reminds me of the one in Guildpact in particular, so there might be some bias...
3) Titanic Brawl - Pacific Rim...
2) Bedevil - I Know Seb McKinnon is on a roll and many people enjoy his art and I'm glad for him and for them, but personally I can't really appreciate the abstractness of his art as well or as deeply as others here. But Bedevil does stand out in particular in said factor to me.
1) Glass of the Guildpact - It's a simple, yet stunning glass window of the ten guilds. What's there not to like?
Mention to Glass of the Guildpact because I want to reply. "A beautiful idea. Poorly executed." Flashbacks to Azor's lawful-stupid alignment.
5) Clear the Mind - Wiity Dimir text callback award.
4) Skatewing Spy - Considering my flavor assessment of the set... so meta.
3) Blood Crypt - It describes its guild like all the lands, but this is in a way a pretty twisted but yet still true & objective statement.
2) Font of Agonies - I know it's supposed to be twisted in the dark way, but in a vacuum it's a true statement.
1) Resolute Watchdog - The Goodest of Boys.
In no particular order and with the caveat that I play only Commander and Limited so my assessments are thusly skewed:
Mythic Prime Speaker Vannifar: We know Birthing Pod is good. Being a creature has both it's advantages and disadvantages. Excited to play this at the helm of my Elves deck Spawn of Mayhem: While in commander it's probably never going to grow through it's last ability it's a strong early creature and it is a great enabler for Rakdos, Lord of Riots Captive Audience: This card is going to end someone's game. I'm not sure where I'll put it right now but it's certainly a strong card. Hydroid Krasis: Half a Sphinx's Revalation on a Flampling body. What's not to like? Domri, Chaos Bringer: I honestly had a hard time filling this last slot. It's possible that Biogenic Ooze should go here. Domri is the most generically good of the three walkers in the set.
Rare Smothering Tithe: White has needed a card like this for quite some time. Gonna play it in Breya as a nice source of both ramp and readily sacrifice-able artifacts Electrodominance: Effectively doubles your mana since you can play something extra while still dumping everything into it so you don't feel bad about it. This is what I want out of fireballs Guardian Project: Clearly made for Commander. Do you run creatures? Does your commander have Green in it's color identity? This is probably good. Bedevil: Versatile removal is good. Almost a strict upgrade to Hero's Downfall. Teysa Karlov: Sacrificing things for sweet juicy value is a very popular and strong strategy. Why not get more value? Repudiate // Replicate: Alone each half just isn't quite worth it I think. But allowing these two cards to occupy one slot makes it so much stronger. Lavinia, Azorius Renegade: This hates out so many things in commander. Ethereal Absolution: Half an Elesh Norn, Grand Cenobite, graveyard hate and a source of flying tokens. It's a bit pricey but I think it will be worth it. Mirror March: This card scares me. It could lose you the game because you spent your turn 6 casting this and then you lost all your flips or it could win you the game because you rattled off 5 straight heads on Utvara Hellkite or some other stupid thing.
Shocks: Duh
Uncommon Dagger Caster: This is gonna kill a lot of spirits in limited Ministrant of Obligation: One of the best Afterlife creatures. If your rare is bad this isn't a terrible first pick. Eyes Everywhere: Aminatou commander decks are going to abuse the ***** out of this. In limited there's a not unreasonable chance that you get to activate this, steal their best thing, and they can't do a damn thing about it because they aren't in blue. And scry 1 every turn for three isn't the worst. Gates Ablaze: Limited board wipe. You don't even need to be drafting the gate deck for this to be reasonable. Frilled Mystic: Mystic Snake is good. How do you improve it? Make it a ******* elf. Senate Guildmage Probably the best guildmage between both sets just based on how cheap it's abilities are. Mortify: I kind of feel like I'm cheating picking this one. Rhythm of the Wild: Making all your guys uncounterable and have haste is powerful. My Ramos +1/+1 counters deck will love just incidentally giving all my dudes a free counter. Incubation // Incongruity: Good removal and dig stapled together. Much like the rare one the fact that it's two reasonable cards on one card is what makes it good. Light Up the Stage: Another one I had a hard time picking but this time because there were other options. But I decided that cheap card draw was the better option.
Common Final Payment: One of two, I think, first pickable commons in the set. Lawmage's Binding: Flash Arrest. I took every Luminous Bonds I could get my hands on and this is just better. Get the Point: Instant speed removal with upside Azorius Knight Arbiter: The other card I think is a first pickable common.It blocks down a ton of things on the ground and gets in damage for free. Sagittar's Volley: At this point you may be noticing a pattern. I like to have a lot of removal in Limited. This kills a big flyer and all the spirits accompanying it. Spear Spewer: A solid 1 drop on Limited and a good enabler for Rakdos. Chillbringer: A decent body with flying and it ices something for a turn. A solid card. Justiciar's Portal: Possibly the best combat trick in the set. Undercity's Embrace: Moar removal!
Guildgates: Duh
Hydroid Krasis and Ravager Wurm are what I'm interested ramping into. Krasis is guaranteed value vs control and the Wurm can take down 5/5 Angels.
Biogenic Ooze looks sweet and fun, It's really fragile but if they don't have an answer, you will quickly overwhelm them with an army of 5/5 oozes.
Theatre of Horrors is a better Phyrexian Arena imo. It'll be easy to splash for this and pretty much any strategy can play it. Aggro, midrange, control. I think this card will surprise a lot of people.
Revival // Revenge is basically Unearth for modern and standard. The fact that mono white can reanimate Benalish Marshal for 2 mana is pretty ridiculous although my favorite reanimation target will be Knight of Autumn. And in modern you can literally get back the best creatures ever made.
Bedevil is an upgraded Hero's Downfall which is pretty incredible. I wouldn't be shocked to see this card show up in modern. But it will dominate and shape the landscape of standard for sure.
There are good cards in the set, but it's surprisingly thin pickings.
W (Sorry, only 4) Angel of Grace - I'm supposed to like this, right? I mean it's overpowered and an angel, so sure. Hero of Precinct One - A great, if somewhat generic, (U)... at (R). Smothering Tithe - I remember when this effect was (C), and then WOTC just decided to never reprint it. Unbreakable Formation - Nice card; but Song of Freyalise was (U).
U (Sorry, thought I had 5 but then I read Benthic Biomancer...) Essence Capture - Clunky, but good enough for the Mono U tempo deck, right? Mesmerizing Benthid - Interesting, if clunky, finisher? Persistent Petitioners - Well... more the idea than the practice. I'd have been much more interested in a cycle of (C)s here, if only because they're fun to collect. Sphinx of Foresight - Great, fun, probably fair card. Would have been nice to see a hard cycle of these though...
B Drill Bit - Nice flavor here; at (C) this would have been super fun. It's (U). Please stop the rarity creep WOTC. Font of Agonies - Wish this was a subtheme in BW and W had a companion. Meh. Build around seems fine. Wish it had a (C) or (U) repeat enabler. Pestilent Spirit - More for the design space than the card itself. Spawn of Mayhem - I mean, this is the pushed Spectacle card... at it's still "meh"... but it's also a limited bomb and a demon, so sure? Cry of the Carnarium - More "This is constructed playable" than "I'm looking forward to using this card"... but I finally made it to 5.
R (Sorry, again only 4) Electrodominance - Maybe I'll have fun with the combo potential for this. Yet, the Expertise cycle exists, so this doesn't do more than add redundancy... Deface - It's no Smelt, but it's a nice variant with possible sideboard application. Would have preferred this been 1R and been part of a mono-colored "choose 1 or both" cycle... but beggars can't be choosers... Goblin Gathering - I like Kindle effects. This is probably good enough to think about playing somewhere; would have liked a cycle of 2C sorceries like this though. Gates Ablaze - The idea more than the execution. I can imagine them printing Gate-enablers next set (0 Artifact Gates you control enter the battlefield untapped. 3, Sacrifice ~: Search your library for a Gate Card and put it onto the battlefield untapped.). If someone cares enough to do that, we might have a tier 3 Gate standard deck.
(And no, Skewer doesn't make the list.)
G Biogenic Ooze - Clunky, but a lord is a lord. Rampage of the Clans - Neat commander card. Growth-Chamber Guadian - Another decent idea for an (U) at the wrong rarity. Rarity creep like this is disgusting WOTC. Saruli Caretaker - Defender 1 drop is fine. Tower Defense - Defender enabler is fine.
(Full disclosure - I don't care about the defender deck, but if this can make a friend of mine happy, fair enough.)
Multi: Prime Speaker Vannifar - Fixed? I don't know, but ready for Commander. Bedevil - Welcome to Standard, reason to splash R in mono black. Gruul Spellbreaker - Hello actually interesting choices. Rhythm of the Wild - I think Fires of Yavimaya would be a fair (and iconic) core set signpost uncommon; this is different and might be better in many decks - way to go! Judith, the Scourge Diva - Hello, potential. I mean, I'll think about making a commander deck with this. And that's probably good enough, right?
Honorable Mentions - Teysa Karlov, Zegana, Utopian Speaker - Good legends to think about. Zhur-Taa Goblin - Not sure how I feel about "colorshift" obsoleting Watchwolf, especially w/o a functionally better Watchwolf at (U) in the last set (I don't know, let it gain you 1 life for each wolf you control when it ETB?)... but as we've already got the Lion obsoleting it in-color, this is a good use of Riot. Perhaps the only good use at lower rarities, unfortunately. I think Riot french vanillas could be made competitive and interesting.
C (Only one, sorry, Lockets don't do it for me._ Glass of the Guildpact - Sure, why not?
Lands
Shocklands. I think WOTC might have leaned a bit too heavy into "We reprinted shocklands, people will buy it" this set (there was a bit of this last set too), but credit where it's due: I have playsets of these from the original Ravnica, but I'm glad new players will have a chance to pick the up. That said, these are pretty much the only (R)s with any value in the set... I would have liked a Gate manland though (perhaps 1: X/X, where X = # of gates you control). Other than that, the opportunity for a cycle of (C) or (U) nonbasics wasn't in the cards, given the last set.
I can't tell if these are the strongest cards in the set but they did catch my eye the most:
1) Lavinia, Azorious Renegade - I'm not sure I can even compute how much having her on board affects a commander game, but she staxes up so many routine things it's either hilarious or not even funny. I've never ever been inclined to go UW in any format ever, and I've played MtG for 20-ish years. She makes me want to make a commander deck with her as a commander just to viciously troll people. If relevence in commander is any measure of anything, this is by far and away the strongest card in the set, and possibly one of the most impactful and powerful MtG cards ever made. Her textbox reads "F**k you guys, you're all playing hardcore backdraft now, and her controller can play vintage."
The others are not in a particular power-level related order.
2) Kaya, Orzhov Usurper - people to whom formats where Chalice of the Void is legal don't mean anything can't have a relevant opinon on this card. Also people who don't play Commander, where at the very least Sol Rings are in every deck, if not also Mana Vaults and a lot of other cheap nonsense. She comes down, takes one incredibly potent card out of even recursion range, and either keeps doing that for the next two turns, or messess up any graveyard strategies that can be messed up at sorcery speed. Or she comes down after someone's been Bojuka Bogged or Tormod's Crypted for a bunch (because everyone in Commander also plays overly efficient graveyard hate), and just drops them with the ult. The only real problem with her in Commander is that you can't have her as your commander and thus guarantee her in every match.
3) That birthing pod UG guy. - It's a pre-tutored Birthing Pod in commander, and it's going to be ridiculous. Maybe more could be said, but there's no need.
4) Dovin Baan, thopter aggro guy - Looks suspiciously like Edric in disguise, but thankfully can't be a commander. He might see play in constructed, though.
5) Rhythm of the Savages - Fires of Yavimaya which pump your mana dorks and also make enemy counterspells dead draws, and can also randomly enable +1/+1 related shennanigans. Even if it goes completely unplayed, it's still really strong.
6) Light up the Stage - it's not exactly "draw 2 for one", but it looks good enough to stick one/playset into whichever deck that can run it for certain archetypes. Even playing it without spectacle might be worth it.
7) That 3 mana riot guy which makes you untargetable - yep, that's obviously strong.
8) That 3 mana spectacle deamon - that guy's probably above the curve even without spectacle.
9) The mini-wheel effect Rakdos guy - draw 3 for 4 would be a fine deal in Rakdos even if you didn't get a dude attached.
10) EDIT: Slipped my mind, Electrodominance. That RRX thing. Not only does it allow for shennanigans with suspend, but it also looks like a future Commander staple. You can use much the same mana for both interaction AND setting up your combo? Sign me up. I'm not sure if the double red in the mana cost is going to prove to be a problem, or having to pay 2 in addition to the casting cost of whatever you want to sneak into play EoT while also whacking something small and pesky, but it looks like it has a ton of potential.
"Masques Block is the worst block ever! There's not one decent card in there! The whole internet say's so, you're literally the only person who ever said it was good!" - random noob in a conversation with an Eldrazi.
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As more cards come in, feel free to change up your lists.
I'm going to add my list near the end, but feel free to post whatever and whenever.
Side note: these are opinions, not facts, so please refrain from insulting anothers choice. One man's trash is anothers treasure, right?
My NEW, FUNKY FRESH list in no particular order - that's too much work, lol:
Mythics
1. Skarrgan Hellkite Another highly payable dragon. Always welcomed
2. Biogenic Ooze Even though I said "no particular order" this would make my Top 3 of the set
3. Captive Audience Downright mean... I'm never a bully, but cards like put in a bully's shoes for just a sec
4. Domri, Chaos Bringer I have a good amount of RG creature heavy decks for him
5. Emergency Power Wow... just wow... almost like a free Timetwister when you get a creature out of it
Runner Ups - actually just about ties w/ above top 5 3 TOTAL:
A) Hydroid Krasis So much love: card draw, life gain, +1/+1 counters, flaying, trample... it's mutant Superman
B) Prime Speaker Vannifar I love making new decks, but the $$$ slow down the builds... making a UG "tool box" creature deck that takes advantage of Vannifar
C) Ravager Wurm Goes commando to the Commander... doooes your wurm hang low, does it wobble to your toes...
RARES
1. Judith, the Scourge Diva Great in so many ways: sacrifice effects, when my dude dies, board-wipe final slap
2. Font of Agonies Auto-include in my Suicide Black deck
3. Gutterbones Creatures that self-reanimate are awesome
4. End-Raze Forerunners Have a deck of green, splashy massive creatures. This is an awesome finisher
5. Incubation Druid... I love ramp, what else is there to say (oh, ramp that swing is better)
6. Bedevil Amazing removal (probably a chase card for the set) & a lot of cards w/ costs of XXY are typically great
7. Biomancer's Familiar Ways to reduce activated costs are too few & this one can do a lot to boot
8. Cindervines Not just a cool constant effect, but targeted removal for pesky artifacts & enchantments
9. Deputy of Detentions Removal on a stick will find a home in a few decks
10. Ethereal Absolution can get meaner and meaner when more than 1 copy drop
Funner-ups (3 total)
I) Hero of Precinct One Love multi-color interactions and token generators
II} Kaya's Wrath Cool board wipe, but color heavy so not really splashable. The life gain is a super upside though
Uncommons
1. Forbidding Spirit Blinkable pillow fort!!!
2. Essence Capture 2cc counter that makes a dude bigger?!?! I'm in!
3. Bankrupt in Blood Card draw is very important to my decks, so a deck w/ sacrifice effects will love this
4. Light Up the Stage Awesome card draw in an aggro deck
5. Fireblade Artist haste, bear (2/2) body, a sac outlet, direct damage to a player - a lot in a small package
6. Wilderness Reclamation It's almost like having twice as much as land as you actually see
7. Frilled Mystic Tougher Mystic Snake, gives control in a creature-based deck
8. Gyre Engineer As previously stated here, love mana dorks (called it "ramp" above)
9. Macabre Mockery it's instant speed... Instant Speed... INSTANT SPEED... *a'chem* love combat tricks
10. Rhythm of the wild Just hates on control deck - can be main-decked for Riot granting effect
Common
1. Expose to Daylight Instant removal w/ scry at common. Lovin' it.
2. Justiciar's Portal Another white blink effect (gets out of binds) w/ 1st strike combat trick! Love it!
3. Humongulus Fbhtht on steroids!!! (sorry, didn't bother to look up the correct spelling of it's name)
4. Plague Wight Having all creatures block it while everything else sneaks by
5. Cavalcade of Calamity Now I just have to build a Defender's deck w/ toughness damage
6. Goblin Gathering Another deck idea... find ways to keep casting/copying it after the second one has been cast
7. Skewer the Critics Always happy for a new Bolt-esque card
8. Applied Biomancy Combat tricks!!! Get'em when they least expect it
9. Final Payment Superb removal for a sacrifice deck, life-gain deck, or BW suicide deck
10. Rubblebelt Runner so many times in limited (even in constructed) games get drawn out by too many tokens
____________________________________________________________________________________
FINAL VERDICT: There is soooo much love and enjoyment in this set. I'm out of time right now, but will add some (possible) runner-ups for uncommons & commons later. And honestly, I could have gone w/ Top 15 or Top 20... there are some tough decisions to make here. I even left out 2 awesome Planeswalkers (Dovin and Kaya). Will be interesting to read (now) the responses of others and maybe hear some feedback on my choices.
Thank you all (so far) for participating and for those who still haven't added a list, don't be shy!
1. Pteramander - I think it will be strong in Izzet spells and could see play in other formats
2. Bedevil - Removal that deals with most permanents at instant speed for cmc 3, sign me up
3. Skewer the Critics - I think people are overthinking it being a sorcery, I wouldn't be surprised if this sees play in burn in older formats
4. Sphinx of Foresight - Seems really strong as a way to set you up at the beginning of the game and a 4/4 flyer that scrys ever turn is very good as well
5. Shock lands - because shock lands...
6. Dovin, Grand Arbiter can protect itself and ultimate is a better Dig Through Time
7. Mortify - nice reprint
8. Spawn of Mayhem - Good demon is good, see Doom Whisperer
9. Prime Speaker Vannifar - Loved playing pod when it was standard and modern legal, don't know if this is good but I want to try it
10. Sunder Shaman - best in it's cycle in my opinion
2. light the stage - 1 mana draw 2 cards . . .
3. Biogenic Ooze - Outgrows the board quickly
4. Zegana, utopian speaker - good body, draws a card & serves as finisher. Though i like her as Guildleader so much better
5. deputy detention
6. Senate Guildmage - so cheap & versatile. By far the best guildmage & the only one to enter standard
7. growth chamber guardian - goes big & wide on its own !
8. highpriest of the gods - buildaround but fun & potent too
9. incubation druid - VERY high potential. Just needs counters somehow
10. Bedevil
Planeswalkers r rather weak. We have entered an era of weak Planeswalkers im afraid -.-
But Kaya is even on Par with Tibalt
1. Prime Speaker Vannifar - Pod in the CZ will be broken in some capacity. Remains to be seen if the colour restriction hampers cEDH play.
2. Bedevil - The sheer versatility is really going to help out my Grixis and Jund builds.
3. Smothering Tithe - Even ignoring that this is on flavor ramp non-green white decks have been dying for, I'm looking forward to abusing this in artifact sac builds.
4. Lavinia, Azorius Renegade - Another hatebear for W/U decks and will absolutely hamper cEDHs early combos.
5. Rhythm of the Wild - The fact that you can have a nigh-impossible to interact with infinite combo between this, Glen-Elendra Archmage and Blasting Station is something thats got me excited to find some more combos outside of it just being solid anti-blue tech.
(Now I'm stretching a bit, not that much to excite this set)
6. Frilled Mystic - U/G elves just got another stapple.
7. Wilderness Reclamation - Yeah, its a worse Seedborn Muse, but redundant/budget options in that department are always a bonus.
8. Shocklands - Because they'll be cheap as chips to pick up right now.
9. Electrodominance - Conspire this with Wort to burn out 2 players and cast a Brass's Bounty off of it sounds solid to me, and thats not even close to how good this card can be.
10. Teysa Karlov - Deatharmonicon with upside seems solid to me in these colours.
As others have said, the PWs seem weak, with a lot of these looking like standard-only cards. Similar to GRN, I expect I'll try a few of these cards before going back to the cards they replaced or dismantling the deck I built around them (sorry Lasav, Niv and Ioni).
Bedevil - Powerful, flexible removal. Possible eternal-playbale, though it's competing with Kolaghan's Command.
Cindervines - A mini Eidolon of the Great Revel with a Destructive Revelry stapled to it. Will definitely see Modern play.
Electrodominance - An instant-speed Blaze that lets you freecast Ancestral Vision or some other shenanigans. Plausible eternal-playable.
Judith, Scourge Diva - I love Blood Artist effects in EDH, and Judith is a pretty sweet one.
Smothering Tithe - Pretty absurd in EDH, gives white some much-needed ramp and psuedo card-advantage.
Teysa Karlov - Also exciting in EDH, doubling dies triggers is unique and cool.
Thrash//Threat - Instant speed fight is good. Instant-speed one-sided fight is better. Instant-speed one-sided fight that can also target Walkers is really dang cool. Add that to the fact that the right side is never dead and this seems like it has a lot of potential.
Verity Circle - I have a great love for anything that synergizes with Opposition
Theater of Horrors - Seems like a powerful Phyrexian Arena effect.
Sphinx of Foresight - Chancellor effects are a space that has not been fully explored, this is very exciting.
Common/Uncommon top cards:
Frilled Mystic - Mystic Snake gains +1 power and two relevant creature types for 1->G. That's pretty amazing, definitely my favorite from this entire cycle.
Pteramander - I've been trying to make mono-U Delver work in Legacy for a while. This is the piece I was missing.
Rhythm of the Wild - Just haste and uncounterable for all your dudes would be good. Adding the ability to put a +1/+1 counter on your already hasty guys or guys you don't need to swing with is gravy.
Skewer the Critics - More bolts seems great for Legacy/Modern Burn. Sure, sometimes you won't be able to play it for R, but those are the times where you almost certainly will have 3 mana to hardcast it anyways.
Wilderness Reclamation - It's a new Seedborn Muse effect. It's not quite as absurd as Seedborn because it only gives you one untap in a 4-player game, not 3, but it still lets you mainphase stuff and then have counter mana up which is great for EDH. And it survives Wraths.
Light up the Stage - The problem with Act on Impulse is that it's hard to pay 3 mana and then be able to use the cards you just drew. This draws one less card, but can cost 1 instead of 3 and gives you an extra turn to use them. Seems very strong.
Growth Spiral - Explore is good. Instant Explore is sweet.
Incubation//Incongruity - A five-deep Impulse is strong, even when type-limited. Having an expensive exiling Rapid Hybridization on the backside makes this a very strong consideration.
Rakdos Firewheeler - After Flame-Tongue Kavu dominated standard, Wizards has been extremely careful when printing creatures with ETB burn. This is the strongest since then and will likely be very good.
Consecrate//Consume - Cantripping Graveyard Hate stapled to a slightly-overcosted Tribute to Hunger seems powerful.
Mythics:
Dovin, Architect of Law - A three mana walker that can create multiple Thopters and then threaten to catapult up his loyalty and uber-Dig Through Time seems like it's worth at least testing in UW Stoneblade in Legacy.
Emergency Powers - The problem with expensive Time Twisters is that your opponent gets first crack at the cards drawn. This gives you two options for circumventing that: Either endphase it and immediately untap, or play it on your own turn and drop in your best card immediately. Either way seems really strong.
Prime Speaker Vannifar - There's already multiple ways I've seen to turn a single activation into an automatic win given a few extra mana. Card seems absurd in EDH.
Ravager Wurm - Immediately comes in and eats your opponent's best threat, land or creature. Can then either be fat or immediately dome someone for 4 as well. The flexibility is absurd.
Spawn of Mayhem - Extremely powerful Suicide Black dude. 4/4 flying trample for 3 is already good, and if you can chew through your own life total, it grows every turn as well. Also turns on Spectacle and helps reduce your own life total.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
10. Pestilent Spirit-- At the bottom of my list, I usually put cards that could be extremely fun in a niche deck. This fits that quite nicely.
9. Bedevil -- an upgrade and fun card for Rakdos players everywhere
8. Prime Speaker Vannifar -- the EDH potential is quite amazing, even though everyone is going nuts for the potent for combos with this creature it's too weak for eternal in my estimation
7. Revival // Revenge -- Easily the most useful split card, the double life for you // half life on opponent option is so great. It's super fun. Reanimate a utility creature, or make the life difference more vast -- this is the effects split cards should have -- one useful ability, and one reward ability.
6. Rhythm of the Wild -- It'll be a much needed staple for gruul decks everywhere, killing 2 birds with one stone.
5. Dovin, Grand Arbiter -- Though I'm not sure how he'll do in standard, he's great fun for Jeskai aggro edh, or even Azorius (if that ever becomes a thing). Just feels like it has the potential to ultimate right off the second turn (in edh).
4. Guardian Project -- A staple for Green decks needing card draw in EDH
3. Smothering Tithe -- Super fun, very exciting card that offers ramp to white (in EDH).
2. Biomancer's Familiar -- I have been WAITING for a god damned reprint of Training Grounds, a card that really isn't busted competitively (still an enchantment without a body) and should be allowed to exist anyways, it always gets passed over in every reprint opportunity -- so I am willing to take a less permanent, color restrictive version of the card. It will fit right into my Thrasios / Kydele deck, as well as my Sliver EDH deck.
1. Teysa Karlov -- The best for last-- this is a card that does something truly special. I can't wait to see the affect it will have in EDH as a general and as a support card. I love deathharmonicon. Great design that's been overdue for a while.
MONEY CARDS:
1. Spawn of Mayhem-- An extremely easy ability like Spectate makes this creature either very possible to cheat out turn three, or cast fairly at 4 mana. Plus it activates your other Spectacle cards, and would be a staple if Rakdos Aggro became a consistent force in standard.
2. Electrodominance -- primarily will be used as a rare cheat card for suspend type spells, which is why it will exist in modern. It's a nice mana sink for control style decks in modern as well. In standard it'll be a powerhouse because it can hit any target and cast any spell. Easily will stay high until rotation. It almost feels like Lavinia, Azorius Renegade was designed as a counter to this card (as the damage from the spell targeting Lavinia won't kill her until the spell is fully resolved, which would counter the free spell).
3. Gruul Spellbreaker -- an efficient beater with haste and protection on your turn is nothing to shrug at. Though I don't think it'll go over $10, I could see it going up to $8 if a Gruul stompy takes off in standard. Too slow for eternal, but there's big potential in it.
Overall it's an okay set (for me)-- I'm glad it had more EDH love than the last Ravnica set. That being said, a lot of efficient (for Standard, which I didn't include) creatures were created in this set, which is why I get the excitement behind it.
- Hydroid Krasis
- Emergency Powers
- Judith, the Scourge Diva
- Simic Ascendancy
- Wilderness Reclamation
- Priest of Forgotten Gods
- Mass Manipulation
- Electrodominance
- Prime Speaker Vannifar
- Sunder Shaman
I really want to like Bolrac-Clan Crusher but I wish it had just "removing of a counter: deal 2..." or "remove any number"; but then that would be busted in limited and beyond.I think I'm also alone in liking Hydroid Krasis this much. It's just great for Animar or any hydra tribal build.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
1. Light Up the Stage: A 1-mana nigh-draw-2-cards in red is a powerful reward for Spectacle. 3 mana for the same 2 cards in red actually isn't that bad a deal. I ranked this over Skewer the Critics because I believe this will be the only one of the two to see play in Arclight Phoenix decks, due to their stronger desire for card advantage.
2. Skewer the Critics: And here's the other Spectacle card that will see play. Somehow, while testing Modern Burn decks, I've been able to support both (7 Spectacle cards in total).
3. Deputy of Detention: For the cost and practical ability of Detention Sphere, you can now get Detention Sphere on legs. Any added vulnerability this has to removal is probably compensated for by being so much easier to tutor for, dig for, and cheat in (e.g. Collected Company, Aether Vial).
4. Cindervines: Given how dead it can be if your opponent doesn't have Leyline of Sanctity and how it doesn't hose spell-spamming decks, unlike Cindervines, Destructive Revelry may now be out of a job.
5. Lavinia, Azorius Renegade: Humans players are going gaga over her. I suppose hosing stuff like some of Tron's removal, Dredge's Conflagrate, early Collected Company, early Gifts Ungiven and Past in Flames from UR Storm, Living End, early Krark-Clan Ironworks, Summoner's Pact, and more is probably fine.
6. Prime Speaker Vannifar: Assuming she survives, she can turn darn near any board state into an infinite combo with Kiki-Jiki, Mirror Breaker and an untapper/blinker in one turn. This includes singleton other creatures. Shells with her can probably tutor for answers to hate cards, too, so I believe Vannifar will spawn her own deck.
7. Electrodominance: I'm not quite as sure that this card will spawn or fully revitalize any decks, but this is definitely the funnest card in this list to build around. Cheating in cards with nonexistent mana costs will be its bread and butter.
8. Rix Maadi Reveler: Now this is the guy I actually see making it into Humans maindecks. They get Spectacle often enough and can use the late-game gas, but this guy is already serviceable enough as a 2-power 2-drop that filters/cantrips. I can also see BR Hollow One and Bridgevine picking him up.
9. Pteramander: A neat option for decks as spell-happy as Ux Control or happier. While an added vulnerability to Bolt and still being graveyard-dependent might turn some people off, others will definitely appreciate the fact that this always flies and is a Turn 1 1-drop.
10. Cry of the Carnarium: The nigh-auto-replacement for the sideboard choice Flaying Tendrils is probably a safe pick.
Also going to skip talking at length about overall design - to sum it up it's supposed to be Guilds of Ravnica part 2 anyway, but honestly I'm not sure if it's "more-of-the-sameness", or some the deconstruction of guild culture that makes RNA feel "weaker" than GoR in some degrees. I mentioned in the GoR review thread that the Dimir really skyrocketed because they were too ambiguous in the previous blocks, while Izzet just fell flat in sameness in this third visit. Well, for RNA guilds... I think I'll criticize them individually.
Azorius - Flavor-wise they're converting to Old-Kaladesh 2.0, which isn't new so it's just there. I had a bit of hope for Addendum since Time Spiral showed it permitted some good powerful cards, but we ended with mostly Limited Chaff, although it wasn't completely out of the left field for me, but I'm still sort of disappointed. At least Lavinia is really powerful card on her own.
Rakdos - They were always a mess (that's the whole point) and continue to remain to be, but it also carries the same stagnancy Izzet held. Mechanically it was simple as well (actually only Addendum is sort of refreshing in a vaccuum), but I think Rakdos features some of the best novelty toys for EDH.
Gruul - Maybe I had a bit of too much expectations, but I thought they'd be the "Dimir" of the set, but all I see is pretty much a big mess like the Rakdos, but unlike the Rakdos where it is intended, it's more of they didn't quite convey the internal strife of the guild as well, so all we have is Domri and his herd of boars... and a whole bunch of other clans. That being said I can see Riot being the aggro-powerhouse in Limited, I have personal bias in relation to my own decks in EDH, so I'll refrain from speculating its other constructed potential.
Orzhov - Entire culture demolition with Kaya usurping, if she doesn't leave post-Bolas I can see Teysa eventually leading into a direct internal conflict (from flavor I think she only disapproves of having undead as leaders, but otherwise conforms to pretty much how the entire guild operates, whereas Kaya is trying to Robin-Hood the guild from inside), but as of status quo it's pretty messy. Afterlife had potential, but as with addendum, they played safe with it, although the nature of the format and ability reckons I shouldn't underestimate it.
Simic - While everyone's having an identity crisis, guess who already lost it last block and is now winning me over with creature-type combinations instead? I really liked that they established the "Prime Speaker" role as temporary to begin with last block and promptly to show that they moved it over with relative civility. Mechanically, adapt itself is rather lackluster (even with the support), but boy is the +1/+1 general support a lot of toys to play with in EDH.
Flavor-wise I'd rank Simic > Orzhov > Rakdos > Azorius > Gruul from my expectations. Mechanics, from my full bias of my own EDH decks, it'd be Rakdos > Simic = Gruul > Orzhov > Azorius.
Now for the fun part - art and flavor text. Just gonna throw a simple like I did last set. Like last set, the art didn't really do it for me on a personal level.
Honorable mention to the general "chillness" of Orzhov art (Pitiless Pontiff, Seraph of the Scales, Teysa Karlov, Revival). I do appreciate the diversity in the set, but said diversity also made me appreciate what I personally preferred more).
5) Cult Guildmage - They said the Rakdos are the satire-masters now and this art deploys that the most succinctly.
4) Mortify - I just like it. Well being in the set reminds me of the one in Guildpact in particular, so there might be some bias...
3) Titanic Brawl - Pacific Rim...
2) Bedevil - I Know Seb McKinnon is on a roll and many people enjoy his art and I'm glad for him and for them, but personally I can't really appreciate the abstractness of his art as well or as deeply as others here. But Bedevil does stand out in particular in said factor to me.
1) Glass of the Guildpact - It's a simple, yet stunning glass window of the ten guilds. What's there not to like?
As for flavor text...
Honorable Mentions for fun text - Concordia Pegasus, Humongulus, Catacomb Crocodile, Titanic Brawl
Mention to Glass of the Guildpact because I want to reply. "A beautiful idea. Poorly executed." Flashbacks to Azor's lawful-stupid alignment.
5) Clear the Mind - Wiity Dimir text callback award.
4) Skatewing Spy - Considering my flavor assessment of the set... so meta.
3) Blood Crypt - It describes its guild like all the lands, but this is in a way a pretty twisted but yet still true & objective statement.
2) Font of Agonies - I know it's supposed to be twisted in the dark way, but in a vacuum it's a true statement.
1) Resolute Watchdog - The Goodest of Boys.
Mythic
Prime Speaker Vannifar: We know Birthing Pod is good. Being a creature has both it's advantages and disadvantages. Excited to play this at the helm of my Elves deck
Spawn of Mayhem: While in commander it's probably never going to grow through it's last ability it's a strong early creature and it is a great enabler for Rakdos, Lord of Riots
Captive Audience: This card is going to end someone's game. I'm not sure where I'll put it right now but it's certainly a strong card.
Hydroid Krasis: Half a Sphinx's Revalation on a Flampling body. What's not to like?
Domri, Chaos Bringer: I honestly had a hard time filling this last slot. It's possible that Biogenic Ooze should go here. Domri is the most generically good of the three walkers in the set.
Rare
Smothering Tithe: White has needed a card like this for quite some time. Gonna play it in Breya as a nice source of both ramp and readily sacrifice-able artifacts
Electrodominance: Effectively doubles your mana since you can play something extra while still dumping everything into it so you don't feel bad about it. This is what I want out of fireballs
Guardian Project: Clearly made for Commander. Do you run creatures? Does your commander have Green in it's color identity? This is probably good.
Bedevil: Versatile removal is good. Almost a strict upgrade to Hero's Downfall.
Teysa Karlov: Sacrificing things for sweet juicy value is a very popular and strong strategy. Why not get more value?
Repudiate // Replicate: Alone each half just isn't quite worth it I think. But allowing these two cards to occupy one slot makes it so much stronger.
Lavinia, Azorius Renegade: This hates out so many things in commander.
Ethereal Absolution: Half an Elesh Norn, Grand Cenobite, graveyard hate and a source of flying tokens. It's a bit pricey but I think it will be worth it.
Mirror March: This card scares me. It could lose you the game because you spent your turn 6 casting this and then you lost all your flips or it could win you the game because you rattled off 5 straight heads on Utvara Hellkite or some other stupid thing.
Shocks: Duh
Uncommon
Dagger Caster: This is gonna kill a lot of spirits in limited
Ministrant of Obligation: One of the best Afterlife creatures. If your rare is bad this isn't a terrible first pick.
Eyes Everywhere: Aminatou commander decks are going to abuse the ***** out of this. In limited there's a not unreasonable chance that you get to activate this, steal their best thing, and they can't do a damn thing about it because they aren't in blue. And scry 1 every turn for three isn't the worst.
Gates Ablaze: Limited board wipe. You don't even need to be drafting the gate deck for this to be reasonable.
Frilled Mystic: Mystic Snake is good. How do you improve it? Make it a ******* elf.
Senate Guildmage Probably the best guildmage between both sets just based on how cheap it's abilities are.
Mortify: I kind of feel like I'm cheating picking this one.
Rhythm of the Wild: Making all your guys uncounterable and have haste is powerful. My Ramos +1/+1 counters deck will love just incidentally giving all my dudes a free counter.
Incubation // Incongruity: Good removal and dig stapled together. Much like the rare one the fact that it's two reasonable cards on one card is what makes it good.
Light Up the Stage: Another one I had a hard time picking but this time because there were other options. But I decided that cheap card draw was the better option.
Common
Final Payment: One of two, I think, first pickable commons in the set.
Lawmage's Binding: Flash Arrest. I took every Luminous Bonds I could get my hands on and this is just better.
Get the Point: Instant speed removal with upside
Azorius Knight Arbiter: The other card I think is a first pickable common.It blocks down a ton of things on the ground and gets in damage for free.
Sagittar's Volley: At this point you may be noticing a pattern. I like to have a lot of removal in Limited. This kills a big flyer and all the spirits accompanying it.
Spear Spewer: A solid 1 drop on Limited and a good enabler for Rakdos.
Chillbringer: A decent body with flying and it ices something for a turn. A solid card.
Justiciar's Portal: Possibly the best combat trick in the set.
Undercity's Embrace: Moar removal!
Guildgates: Duh
Biogenic Ooze looks sweet and fun, It's really fragile but if they don't have an answer, you will quickly overwhelm them with an army of 5/5 oozes.
Theatre of Horrors is a better Phyrexian Arena imo. It'll be easy to splash for this and pretty much any strategy can play it. Aggro, midrange, control. I think this card will surprise a lot of people.
Revival // Revenge is basically Unearth for modern and standard. The fact that mono white can reanimate Benalish Marshal for 2 mana is pretty ridiculous although my favorite reanimation target will be Knight of Autumn. And in modern you can literally get back the best creatures ever made.
Bedevil is an upgraded Hero's Downfall which is pretty incredible. I wouldn't be shocked to see this card show up in modern. But it will dominate and shape the landscape of standard for sure.
Rix Maadi Reveler is a mini Bedlam Reveler. If you're hellbent it's literally a better Elvish Visionary
Incubation Druid the lotus dork that will turbo ramp you into a t3 scoop from your opponent.
And finally, Cry of the Carnarium is my pick for best uncommon. Exiling is so much better than destroying. No more getting bullied by Adanto Vanguard or Arclight Phoenix!
W (Sorry, only 4)
Angel of Grace - I'm supposed to like this, right? I mean it's overpowered and an angel, so sure.
Hero of Precinct One - A great, if somewhat generic, (U)... at (R).
Smothering Tithe - I remember when this effect was (C), and then WOTC just decided to never reprint it.
Unbreakable Formation - Nice card; but Song of Freyalise was (U).
U (Sorry, thought I had 5 but then I read Benthic Biomancer...)
Essence Capture - Clunky, but good enough for the Mono U tempo deck, right?
Mesmerizing Benthid - Interesting, if clunky, finisher?
Persistent Petitioners - Well... more the idea than the practice. I'd have been much more interested in a cycle of (C)s here, if only because they're fun to collect.
Sphinx of Foresight - Great, fun, probably fair card. Would have been nice to see a hard cycle of these though...
B
Drill Bit - Nice flavor here; at (C) this would have been super fun. It's (U). Please stop the rarity creep WOTC.
Font of Agonies - Wish this was a subtheme in BW and W had a companion. Meh. Build around seems fine. Wish it had a (C) or (U) repeat enabler.
Pestilent Spirit - More for the design space than the card itself.
Spawn of Mayhem - I mean, this is the pushed Spectacle card... at it's still "meh"... but it's also a limited bomb and a demon, so sure?
Cry of the Carnarium - More "This is constructed playable" than "I'm looking forward to using this card"... but I finally made it to 5.
R (Sorry, again only 4)
Electrodominance - Maybe I'll have fun with the combo potential for this. Yet, the Expertise cycle exists, so this doesn't do more than add redundancy...
Deface - It's no Smelt, but it's a nice variant with possible sideboard application. Would have preferred this been 1R and been part of a mono-colored "choose 1 or both" cycle... but beggars can't be choosers...
Goblin Gathering - I like Kindle effects. This is probably good enough to think about playing somewhere; would have liked a cycle of 2C sorceries like this though.
Gates Ablaze - The idea more than the execution. I can imagine them printing Gate-enablers next set (0 Artifact Gates you control enter the battlefield untapped. 3, Sacrifice ~: Search your library for a Gate Card and put it onto the battlefield untapped.). If someone cares enough to do that, we might have a tier 3 Gate standard deck.
(And no, Skewer doesn't make the list.)
G
Biogenic Ooze - Clunky, but a lord is a lord.
Rampage of the Clans - Neat commander card.
Growth-Chamber Guadian - Another decent idea for an (U) at the wrong rarity. Rarity creep like this is disgusting WOTC.
Saruli Caretaker - Defender 1 drop is fine.
Tower Defense - Defender enabler is fine.
(Full disclosure - I don't care about the defender deck, but if this can make a friend of mine happy, fair enough.)
Multi:
Prime Speaker Vannifar - Fixed? I don't know, but ready for Commander.
Bedevil - Welcome to Standard, reason to splash R in mono black.
Gruul Spellbreaker - Hello actually interesting choices.
Rhythm of the Wild - I think Fires of Yavimaya would be a fair (and iconic) core set signpost uncommon; this is different and might be better in many decks - way to go!
Judith, the Scourge Diva - Hello, potential. I mean, I'll think about making a commander deck with this. And that's probably good enough, right?
Honorable Mentions -
Teysa Karlov, Zegana, Utopian Speaker - Good legends to think about.
Zhur-Taa Goblin - Not sure how I feel about "colorshift" obsoleting Watchwolf, especially w/o a functionally better Watchwolf at (U) in the last set (I don't know, let it gain you 1 life for each wolf you control when it ETB?)... but as we've already got the Lion obsoleting it in-color, this is a good use of Riot. Perhaps the only good use at lower rarities, unfortunately. I think Riot french vanillas could be made competitive and interesting.
C (Only one, sorry, Lockets don't do it for me._
Glass of the Guildpact - Sure, why not?
Lands
Shocklands. I think WOTC might have leaned a bit too heavy into "We reprinted shocklands, people will buy it" this set (there was a bit of this last set too), but credit where it's due: I have playsets of these from the original Ravnica, but I'm glad new players will have a chance to pick the up. That said, these are pretty much the only (R)s with any value in the set... I would have liked a Gate manland though (perhaps 1: X/X, where X = # of gates you control). Other than that, the opportunity for a cycle of (C) or (U) nonbasics wasn't in the cards, given the last set.
1) Lavinia, Azorious Renegade - I'm not sure I can even compute how much having her on board affects a commander game, but she staxes up so many routine things it's either hilarious or not even funny. I've never ever been inclined to go UW in any format ever, and I've played MtG for 20-ish years. She makes me want to make a commander deck with her as a commander just to viciously troll people. If relevence in commander is any measure of anything, this is by far and away the strongest card in the set, and possibly one of the most impactful and powerful MtG cards ever made. Her textbox reads "F**k you guys, you're all playing hardcore backdraft now, and her controller can play vintage."
The others are not in a particular power-level related order.
2) Kaya, Orzhov Usurper - people to whom formats where Chalice of the Void is legal don't mean anything can't have a relevant opinon on this card. Also people who don't play Commander, where at the very least Sol Rings are in every deck, if not also Mana Vaults and a lot of other cheap nonsense. She comes down, takes one incredibly potent card out of even recursion range, and either keeps doing that for the next two turns, or messess up any graveyard strategies that can be messed up at sorcery speed. Or she comes down after someone's been Bojuka Bogged or Tormod's Crypted for a bunch (because everyone in Commander also plays overly efficient graveyard hate), and just drops them with the ult. The only real problem with her in Commander is that you can't have her as your commander and thus guarantee her in every match.
3) That birthing pod UG guy. - It's a pre-tutored Birthing Pod in commander, and it's going to be ridiculous. Maybe more could be said, but there's no need.
4) Dovin Baan, thopter aggro guy - Looks suspiciously like Edric in disguise, but thankfully can't be a commander. He might see play in constructed, though.
5) Rhythm of the Savages - Fires of Yavimaya which pump your mana dorks and also make enemy counterspells dead draws, and can also randomly enable +1/+1 related shennanigans. Even if it goes completely unplayed, it's still really strong.
6) Light up the Stage - it's not exactly "draw 2 for one", but it looks good enough to stick one/playset into whichever deck that can run it for certain archetypes. Even playing it without spectacle might be worth it.
7) That 3 mana riot guy which makes you untargetable - yep, that's obviously strong.
8) That 3 mana spectacle deamon - that guy's probably above the curve even without spectacle.
9) The mini-wheel effect Rakdos guy - draw 3 for 4 would be a fine deal in Rakdos even if you didn't get a dude attached.
10) EDIT: Slipped my mind, Electrodominance. That RRX thing. Not only does it allow for shennanigans with suspend, but it also looks like a future Commander staple. You can use much the same mana for both interaction AND setting up your combo? Sign me up. I'm not sure if the double red in the mana cost is going to prove to be a problem, or having to pay 2 in addition to the casting cost of whatever you want to sneak into play EoT while also whacking something small and pesky, but it looks like it has a ton of potential.