It seems like nobody's doing any Limited review of the most recent MTG set, Battlebond. I don't know if this has anything to do with the weirdness of the format itself (made for Two-Headed Giant only) or just because, to some people, the set looks boring (lot of reprints, synergies trying to shoot in every direction, lack of good arts, etc.). Anyway, since there isn't anywhere we can find a good pro-level review of the set, I decided to give a shot myself. So there it is : Battlebond Limited Review.
By friday June 1st, I'll be completing here (at least one per day) multiple thread replies that will include the review of all commons and uncommons of each color in the Battlebond set. Note that those reviews will reflect mainly an analytic point of view of a Limited Sealed format. Also, I'll grade every card from 0.0 to 5.0, like LSV use to do on his CF serie of articles. For my part, I won't be grading rares and mythics, so average rate should be higher than normal since I would consider the greatest commons and uncommons as possible 5/5.
Hope you'll be enjoying this!
PROGRESS OF THE REVIEW :
WHITE :
BLUE :
BLACK :
RED :
GREEN :
COLORLESS :
MULTICOLOR :
=> SET OVERVIEW IN PROGRESS :
I’ll do my overview if the set in two times. First, I’m going to rate every playable guilds. Afterward, I will talk about team combination.
Guilds rate :
If Battlebond booster packs were normally design (I mean, if there was no secret track printing shenanigans involve, which seems to be the case) I think I would had a pretty good idea of what are actually the best guilds and strategies in this format. Like I said though, it seems like WotC R&D crew have a surprise for us and that alone makes me really nervous to put out there my general overview of the set before actually play the set. I’ve no problem to evaluate individual cards, put trying to figure out what could be the best decks, while WotC is doing secrets stuff in backstage, is not something I don’t fell really confidant about.
For that reason, I’ll keep my overview of the set quite simple and I will only be analyzing briefly each on the ally guild, which in fact are the (only) ones WotC wants us to play. Otherwise, I would have said GB looks like the best one (like I previously mentioned in a thread reply just below). I just don’t know any more if we are going to be permitted to play enemy guild that much. For example, in order to ensure a 6 packs per team Sealed format is functional, a specific pack could be filled up with, let’s say, mostly GW cards counters theme and few neutral cards like removals, artifacts and stuff, while another specific packs could be loaded with mostly RB warriors theme card and bunch of other neutral stuff. We just don’t know. In the scenario, I found it quite hard to believe a strong GB deck could emerge. I sincerely hope I’m wrong. I do.
Anyhow, here’s my overview of all ally guilds in Battlebond:
AzoriusWU:
This guild looks weird to me, since I’ve kind of fail to identify what it’s trying to do other that just defend and have big butt out there. I’ve notice that a warriors theme is going on a little bit, as is a flyers theme. However, I’ve fail to put my finger on the main focus. It also has few things that want to die in Doomed Traveler and Riptide Crab. Otherwise, I found the guild lacks in removals spells. It’s white half (even if it has some decent removals, and the best one in Sword to Plowshares), is not the deepest in the set in that matter, while its blue half is even least equipped.
All in all, I’ve conclude this guild does want a little of everything. It want to fly and put counter on its evasive creatures. It wants to lock the ground with beefy butt creature and kill what is problematic and can’t be handle by the board. It wants to gain life and draws cards. And if they want to, warriors are welcome in.
Overall, I found this guild fine, but not great. A deck with significant pieces of removal, some flyers, a couple of warriors, Nimbus Champion or good rare bomb should have no problem. But if it lacks one of those element, I think it can fail if not played at the perfection.
Grade :
C+
DimirUB:
This guild looks sharp. While, it touches the warriors theme a bit, I think the main focus isn’t quite there at all. In fact, it prefers to outnumber their opponents in terms of pure card advantage and wants to kill what’s on board. Classic control strategy, you know.
The color pair have some bombs in its respective monocolor section as in its multicolor one, like Peregrine Drake, Spellweaver Duo, Inner Demon and Vampire Charmseeker. In the early stage of the game, it’s also equipped to manage board and sky, thanks to Fog Bank, Eyeblight Assassin and Last Gasp. Since it’s so well equip to deal with everything on board, I think this guild might want to win slowly with stuff that are difficult to deal with or either, when the time comes in the late game, end the game quick. Benthic Giant for example would be helpful for that first matter. In counterpart, the second pathway could benefit from a Juggernaut or two and few Fan Fanatic.
Overall, this guild seems great. Black lacks a little bit on nonrare, nonmythic hard finisher but I think the guild is so well rounded at not dying that a single bomb, some flyers and some of the previously mentioned creatures can get the job done easily.
Grade :
B
RakdosBR:
This guild’s power is pretty closely linked to what exactly WotC is prepping in backstage. If the packs are heavily loaded in RB warrior synergy, more than in actual good well rounded spells, this color pair may turned out to be super aggressive, which is a good only if your teammate has decent ways to deal with opposite blockers. At the opposite of the spectrum, if you can get your hands on a couple of good RB kill spells and mid to large size threats, this color pair could turn out to be one of the best out there.
A pile full of Shock, Last Gasp, Bathe in Dragonfire, Assassinate, Liturgy of Blood and Auger Spree shouldn’t have any problem to deal with opposing creatures. There’s also lots of good midrange creatures to open in the guild, in Fan Favorite, Screeching Buzzard, Bull-Rush Bruiser and Earth Elemental. Add to this the uncommon bombs (AKA Lava-Field Overlord, Swarm of Bloodflies and Inner Demon) and you’re in some serious business.
This color pair seems to be split in half. There’s a part of it that wants to be attacking if you look at all the cheap warriors in the 2-drop and 3-drop sections. However, there’s also a significant portion of the guild that just want to be grinding out. I think the guild is devised, I would say, in about 40% of aggressive cards and 60% of control cards. For that reason, I think RB is a great way to start a good control strategy. Probably the best in this format. Although, there's a possibility that you ended up running a warrior aggro deck in those colors, which is much more finer than great.
Grade :
A-
GruulRG:
The guild is another I had a pretty rough identify exactly what it wanted to do in Battlebond. To resume it the simple as possible, I would say it’s a stompy color pair. It wants to outclass opponent by raw power and toughness and wants to use the biggest creatures to its disposal to win the game in the mid stage of it, just before control actually turn the corners and stabilize.
Gruul is a color pair that wants to ramp and play stuff like Rhox Brute, Charging Binox, Magma Hellion and Plated Crusher. Also, note that one of its uncommon card, Savage Ventmaw, helps spitting them as fast as possible. The (almost) absence on wrath in the format also permit this deck to reach the next level. Combo Attack and Blaze are also premium removal for this archetype. FWIW, Blaze is also a pretty great win good as well. I’ve also identify Elvish Visionary and Battle Rampart to be key cheap commons for this deck. The elf makes sure the deck hits its land drops when needed and Battle Rampart give additional speed to the creature suit. Jungle Wayfinder and Fertile Ground are also welcome in any team that run one RG stompy deck (I mean even if it’s not in the actual RG list).
Overall, I would say this guild looks like the best one to pair with a good control. I think it is the case because it outclasses in terms of P/T any other ground creature strategies (even the GW counters one) and is the one with the fastest damage output. It’s also equipped to deal with flyer creature by having access to Return to the Earth and Aim High. This deck can also benefit for a little splash of white (thanks to Jungle Wayfinder and Fertile Ground) for spells like Unflinching Courage, Pacifism and Long Road Home.
Grade :
B+
SelesnyaGW:
This guild is easiest of the bunch to analyze. Creatures in this color pair want to have counters on them so they can get bigger and benefit from additional ability or either reinforce the one they already have. Unlike the RB warrior, I found GW much more resilient and stable since it growths as the progress and has much more evasion.
This color pair wants stuff like Lightwalker, Wandering Wolf and Decorated Champion to start the game. Then, a couple of Aurora Champion and Shoulder to Shoulder are key to make it come together in the mid stage of the game. At the game progresses, Saddleback Lagac, Expedition Raptor and Giant Growth then become GW’s best friends. A pair of Jungle Wayfinder can also be useful to splash for something like Nimbus Champion. Note that the GW is not obligating to run to card itself. In fact, its teammate benefiting from Jungle Wayfinder will unlock the playability of the card on his side as well.
The key with this color pair though is the right teammate. In fact, it needs a really good control partner to find to exit quickly enough. In my opinion, BR is the best fit here. Card like Soulblade Corrupter, Warp in Flames and Battle Rampart will make the GW deck way, way more explosive. All the BR removal spells out there will also make sure the GW wennies deal enough damage to win the game at a reasonable rhythm. On the other, if GW is paired with something like UB, I don’t think it can reach the opposing team as much and is much likely to fail at initiating a sufficient damage output. This alone keeps the grade from the A range.
Grade :
B+
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Archetypes wrap up :
The idea behind this wrap up was to talk about actual guild pairings and to see if none allied color pair decks could work in this format.
Let’s see what seems to be the best duos in Battlebond. To start, I think it’s important to say that Azorius is the worst color pair in this format. So it’s no doubt that none of the ideal duos actually contain any of the UW/XY versions. In fact, I think there’s only two guild pairs I would be looking at as I opened new sealed pools moving forward.
The first one would be the RG and UB mix. RG provide stats and speed, while UB provide massive card advantage (for itself or RG, which is super cool). What I like about the mix, is that RG seems to be one of the best creature guild period, since it can massively rule the ground and has nothing to be ashamed of with the sky as well. While RG provide the necessary pressure, UB in counterpart is well equipped to slow down the opposing team. Also, having access to stuff like negate and bounce spells gives the pair a tempo’ish aspect that matches well with the big threat bashing plan. In my opinion, it’s the toughest guild pair to stop.
The second best guild pair (that I would also described as the funniest) is GW and BR. GW is fast, has evasion and can develop a board that is able to compete with most midgame creatures. However, it needs support in order to close the game before it’s too late. It’s where BR comes in action. Stuff like Battle Rampart and Warp in Flames should help its weenies get through a loaded board and finish up the 30 life chunk. Same as the whole bunch of removal spells BR has access to. Stuff like Blaze and Magmatic Hellion can also provide the extra point of damages your team needs in order to win even if you opponents do stabilize.
Note that green is part of both most powerful duos in Battlebond. This fact is really important since I think it permits those guild pairs to splash for additional spicy cards. For example, my prerelease team was running RG and UBr decks. Since the RG did run 2x Jungle Wayfinder, splashing red was easy for the UB decks, that also happens to see a lot of card by itself (thanks to scrying and drawing). I also see a scenario in which our RG deck could have splash for the good white cards in our pool. We just didn’t noticed before the event ends. FWIW, if we add the redo it, I think it would have been the case. Unflinching Courage and Pacifism are just so good!
About the enemy color guild, I beleive overall you better stay in the ally color guilds, since they gave you access to powerful multicolor cards. However, I can see some scenarios in which playing, let’s say, a GB DEECK that splash white for its good white and GW cards could ended up being just fine. The question is then, what do you do with the rest of your pool?
Just one last final word on Battlebond booster packs. After seeing actual pack and box opening, I can say that pack content aren't apparently that much track print. The only noticeable thing we noted is that every single pack contains at least one artifact, mostly at the last spot of the pack (it was the case for like 95% of the pack I’ve seen). So I think the main reason why it isn’t that hard to build two 40 decks out of your sealed is the actual high number of decent playables in the set and the above average number of artifacts by pack (and in the set in general).
=> TOP RARES REVIEW UPCOMING :
W WHITE W
#3 : Together Forever
It was in fact quite hard to identify the third best white card is the set. After taking in consideration what white is primary trying to do, I’ve concluded that this card is Together Forever. This cheap enchantment does looks like a bad Lead by Example at first look. Support cards that don’t at least create card parity are bad, especially if they are sorcery speed. There’s no doubt about that. However, Together Forever have another line of text that is pretty important in this format. In fact TF provide a decent way to protect (at least) two of your best creatures in the mid to late game, as giving you to opportunity to reuse their ETB effect. For example, if you put a counter of Expedition Raptor with it, then if it happens to die, you will get a sweet little bonus out of it.
At top of that, if you deck is GW counters, Together Forever is going to be a veritable nightmare for your opponents, since it has the potential to protect almost every creatures in your deck as such a cheap cost.
#2 : Play of the Game
Play of the Game is, outside of Last One Standing that let one random creature behind, is the only pure sweeper in the format. If you open it you should play no matter what, even if your team is heavy in creatures. The reason why is that no one is going to be expecting it. Most games turn out to be grindy as hell and seem to encourage massive boardstall. This card will permit you to clean up a little in those situations. Sure, a couple of creature of your own will be exile in the process. However, if you opponents are committing themselves to take advantage of the board, you’ll be able to punish them hard.
The Assist ability also gives you the opportunity to just reset the board on turn 4 if the opposing teams is having a fast start while you and your teammate are doing something else like drawing cards or establishing ramp. This alone is a big part of this card evaluation.
At the end, I think Play of the Game could act as the foundation of a great UW Control deck, a deck that, in my opinion, need a little of help in that matter.
#1 : Sylvia Brightspear
This knight is crazy strong. While on its own it doesn’t feel so impressive, a 2/2 double strike for 2W isn’t something I would call bad. On the other side, being the Stoneforge Mystic of dragons with it’s partner ability does bring to the next level. In fact, tutor for a 3/4 flying, haste, double strike splashable creature is no joke and should win you the pretty fast if not answer. It’s without saying that there’s out there a couple of commons answers that don’t deal with it properly (any type of bounce effect, Last Gasp, Shock, Chain Lightning, etc.). Its dragon being haste does also help to negate sorcery speed responses a bit.
By turn 6, note that Sylvia Brightspear will have the time impress you. While it’s far from useless of its own, a cheap double strike body could benefit a lot from having few extra +1/+1 counters on. Also, this card just randomly gives double strike to all dragons on your side (and we knew that there’s a bunch of them in the set). This by the way makes a card like Dragon Hatchling suddenly looks less bad than expected.
Overall, I think Sylvia Brightspear is the best white rare in the set for two main reasons. 1) It’s one of the best cheap body out there, regardless of your deck being aggro or control. 2) It’s a card that provide you an early board presence and a great finisher at the same time.
UBLUEU
#3 : Tydespout Tyrant
Again, the third best position was though to identify. I kind of hesitate between this and Game Plan. At the end, Tydespout Tyrant won the match because it’s way less risky and random.
The big flyer is a limited powerhouse, that’s for sure. It has the stats to compete in this full-of-4/4-format and its ability can repeatedly deal with everything if you play it in a blue control deck. Even more, if you play this card in the good UB shell, I expect big things to happen. Chaining you Painful Lessons, Impulse, Huddle Up and Opportunity into more bouncing triggered should be fantastic in order to unlock a stacked board. FWIW, Tydespout Tyrant also let you recast stuff that has powerful entering the battlefield effect if needed. For example, if your teammate is playing some support cards, you can use it to continue growing stuff by repeatedly allow him to recast them and support its (or your) creatures all over again.
Another interesting part about Tidespout Tyrant is that it allows you save your best creature out there (or sometimes itself) by simply casting any instant spells you have in your hand while a removal is on the stack. This alone should discourage your opponent to try something while you have open mana and few cards in hand.
Overall, Tydespout Tyrant is one of the best finisher out there and I expect blue control decks to thrive power from it quite a bit.
#2 : Zndrsplt
What a card name that is. This homunculus is pretty sweet from what I can say. I’ve played it at my PR and I have to confess that I’ve been strongly impress by it, same as its partner (when they are both on the board). Sure, their respective effects are random, but having access to two tryouts helps mitigates this little downside. When both are unanswered for at least the turn they come into play, they will almost give you at least 3 for 1. One for Zndrsplt itself, two for Okaun and three for the (I’d say minimum one) card you’ll draw with Zndrsplt’s combat triggered ability. If they do manage to survive more than a turn, they then snowball real fast and get out of control. I’ve drawn like 6 to 7 cards with it in only few turns, while my mate was attacking with a must block 12/12 or 20/20 (I’ll explain why later on) creature every single combat phase until we won the game.
The fact that Zndrsplt also gives you acces to its partner is nice. I know all the partners in Battlebond work that way, but in this case, it seems like they work so great together. While, Okaun is decent on its own, Zndrsplt is exactly the kind of effect you should be looking for in a grindy format like this. But Okaun also benefits from a lot of cards in Battlebond. For example, Battle-Rattle Shama, Unflinching Courage and support cards works nicely with it, since the additional boost it has up front growths exponentially when a winning flip triggered.
Okaun is not among the best red card in the set, but all in all, Zndrsplt’s ability to provide ton of card advantage does make one of the best blue card for sure. Yeah, I know, it has an unimpressive body. However, this 4th point toughness is better than it actually looks since it protects him against a couple of removal in this format. Also, since its ability doesn’t require it to attack or block, stuff like Pacifism and Claustrophobia doesn’t really affect its reliability.
#1 : Myctic Confluence
I presume some of you have never play Mystic Confluence since it is Legacy, Vintage, EDH and Cube material only. But man, for those of you who haven’t, you need to know that this card is bunker. Simply bunker. And I can’t even imagine how much this is true in a limited grindy format like Battlebond when in fact Mystic Confluence is among the best blue cards in Cube environment, period.
All modes on this card are great. You want to mana leak something and draw two cards in the process? It’s done. You want to use a partial one-sided Evacuation and kill you opponents right way? It’s done. You want to save a creature you have from a removal spell, bounce a dangerous threat and draw a card? It’s all done. Even drawing three cards with this spell cannot feel bad in this format. For those who haven’t figure it out yet, Mystic Confluence is never dead. Never.
Blue having access to this particular tool scares me a bit since you never know what to except when you see a lot of untapped islands of the other side of the table. Sure this is a rare you shouldn’t be facing often. But just being in the format is enough to scare me. Let’s face it, this card is a monster to play against (regardless of what you’re playing) and it should most of time ruin your pathway to victory when you see it on the stack not in your team’s control. Seeing an opponent get it back with Vampire Charmseeker should feel really, really bad. You’re in fact better be the one who have it in its deck.
BBLACKB
#3: Thrilling Encore
The new black instant spell needs a bit of set up but is quite strong at getting board’s advantage. Let’s say you and your teammate have a bunch of 2s, 3s and 4s on the battlefield. Same for the opposing team. In that scenario, Thrilling Encore ensures will end up being the winner after the tough blocking or attacking phase, especially if this phase involves multiple kill or combat trick spells. In fact, it’s an almost guaranteed X for 1 spells if well played.
Thrilling Encore being among the best black rare cards tells a lot on the poor depth of the color in that matter, since I’m not even sure if I like more than some of the color commons. So I guess WotC made it this way in order to balance the fact that black has by far the best commons in the set.
Overall, even though this spell is full of flavour, it’s not one of the rare I would chase or first pick very often. It’s still serviceable and pickable at 3rd (card #5 and #6), but nothing more than that unless the pack is pretty weak. In fact, I believe Last Gasp, Assassinate, Liturgy of Blood, Screeching Buzzard and even Painful Lessons are all better 1st pick option that Thrilling Encore.
#2: Virtus’s Maneuver
I know this spell choice wouldn’t be unanimous, but man this card average-to-best scenario is powerful! In fact, Virtus’s Maneuver is actual 4 for 1. The only downside to it is that it needs a specific window in order to maximise its potential. First, you and your teammate both need a creature in your yard. Also, both of your opponents must have at least a creature on their respective board.
It’s important to note that the power of the sacrifice part of Virtus’s Maneuver is as well massively influenced by the quality of creatures it can axe. If for example your opponent sacrifice two unimpressive 2s into it, maybe you aren’t getting the best out of it. On the other hand, if one your opponent owns a 3s and a 4s, while your other one owns a 5-6 mana finisher, whatever your team actually brings back from the graveyard will end up in an astronomical tempo swing in your favor.
There’s a bunch of friend and foe cards in Battlebond but I believe this one is the best of them, and by a significant margin.
#1: Mindblade Render
I do believe this little warrior creature is one of the most oppressive nonmythic card in the set. Its base stats are okay and can serve your team well defensively. With that said, when combine to the right warriors, it can turn into a devastating card advantage engine. For example, if you are on the play and have a Mindblade Render while you mate owns a Phantom Warrior and Blood-Rush Minotaur, your team will benefit from an unstoppable train of card advantage until Mindblade Render (a card that only cost 2 mana) is answered.
I also like the fact that the loss of life on this card is also minimal in Battelbond since it’s unlikely to matter that much. First, the format is slow. Second, you have a safe 30 life spare!
All in all, Mindblade Render seems like a pretty great cornerstone of the warrior archetype in Battlebond and I'd snap it as a first pick anytime and would never cut it from a black sealed deck. Even, if your sealed decks (because in fact this card looks at all the warriors in both teammates' deck) are a bit low in warriors, if you can at least draw a card out of it, Mindblade Render would have done its job. Anything more than that is pure bananas!
RREDR
#3: Khorvath Brightflame
We already talked a bit about this card and we know it’s less good than its partner. Still, I believe it’s good enough to get a safe spot in red’s top 3. Let’s talk about the main reason why it isn’t as good as its partner. When Khorvath enters the battlefield on turn 6, then your mate absolutely need to cast Sylvia Brightspear right away so the combination can represent a damage output closer to a scenario in which this last one had enter the battlefield first. So it kind of force your mate to underuse (potentially) its manabase for one turn. Also, Sylvia has an ability that is relevant with other cards in the set, while Khorvath’s ability doesn’t affect anything else than its partner. However, this splashable dragon is still good enough for this format.
Overall, as a 3/4 flying, haste creature that tutors for a 2/2 double strike as ETB, Korvath represents a decent rare in Battlebond. It’s just sad for it that there is so much 4/4 flyers in this set. Those not even being rare means they will be floating around in almost every games and prevent Khorvath from attacking without Sylvia. With Sylvia in play, Khorvath will be able to at least trade with them, which isn’t that bad considering the potential damage output this duo is capable of when not facing other 4/4 flyers.
#2: Magmatic Force
Magmatic Force looks like a pretty solid red finisher. Its ability not even being restricted to your team’s upkeep means it actually represents a 6 damage per turn clock. This look quite strong! As a 7/7 creature, note that it’s also one of the bigger creature in the format. So this means it’s not bad at blocking either. The ability being able to target creature and planeswalker is also a cool bonus to add to an already sweet card. Sometimes, the 3 damage won’t be enough to deal with a creature immediately. However, if you really need it, it can handicap a creature and discourage its controller to attack your team with it.
I never played it in Commander, but I believe this elemental can really shine if paired with a blue mage teammate in Battlebond. In fact, some blue cards can suddenly look a little more appealing when you know Magmatic Force is at the end of your curve, since few countermagic and bounce spells can ensure its protection while it heavily pings the opposing team and eventually wins the game for you.
If you open this rare, I strongly suggest to found a way for you team to play red. If you get to it, this monster should reward you pretty nicely, even if it lives only a couple of turns.
#1: Stolen Strategy
Stolen Strategy feels almost like a red Phyrexian Arena in this format. Yeah, it does cost more mana, its effect can whiff (if exiling a land for example), but in counterpart, you get two activations a turn and can remove powerful spells from your opposing libraries in the process. That is not to be neglected.
With just a little bit a luck, this card should turn into massive card advantage. Also, not being easy to interact with is a crucial part in this card’s evaluation. And it goes without saying that a single Disenchant effect in your team’s decks sometimes won’t be enough to deal with it since, most of the time, Stolen Strategy would have snowballed too much already before you get to destroy it or, even worst, would have exile it during one of its upkeep trigerred.
Even if Stolen Strategy has a random effect and is unable to use lands it exiles to your benefit, I think its presence in your sealed pool does indicate that you have a serious shot at creating a great red based control deck. Also, considering the higher number of average playables in Battlebond, its effect should be welcome regardless the archetype you’re playing against.
GGREENG
#3 Pir, Imaginative Rascal :
This is another one that won’t be unanimous. With that said, I believe Pir is great. The body sure seems underwhelming but that ability is no joke a GW counters deck, especially if you drafted it and that your deck is full of counters synergies.
The ETB effect that seek for its imaginary friend is also quite a powerful ability is you or your mate does actually play blue. I like the fact that Pir into Toothy fits into the right well helps to raise Pir value in my opinion. And going turn 3 Pir in order to set up a turn 4 Toothy (cast by your mate) and Saddleback Lagac (cast by you) seems insanely good. Should to Shoulder is card that can also raise the value of a turn 3 Pir.
I would say that Pir isn’t made for every green though. So for this reason only, I have to keep it from raising too much into the green top rares. However, I expect big things from this none warrior human creature (Yeah I know, it’s sad that it doesn’t have the warrior tribe…).
#2 Vigor :
This monster seems super great in the GW counters deck and great in general. I don’t think you ever cut this from your green deck in fact, even if it’s a little bit green heavy for you mana. Vigor has evasion, a useful dying triggered and a tough to deal with ability that shields all your other creatures.
Being a 6/6 also put Vigor in a great spot in this format full of 4/4, X/5 and 5/X creatures. In most cases, it should dominate the ground, no problems. In fact, there’s very few creatures in the set that can fight one on one with it without dying after damage resolution and very few removal spells that can get rid of it without special shenanigans involve.
At the end, I see Vigor as a great midrange finisher that has all it takes to be the second best green rare in Battlebond. Still, I expect it to be better in sealed than in draft.
#1 Generous Patron :
This support enabler is definitely sweet. What I like about it is the fact that it is scalable. It’s either a 1/4 that draws you 2 cards with the downside of growing the opposing team, a 1/4 that draw you 2 cards while supporting your mate's creature (like the flavour here), a 1/4 that growths your own team, just a simple 1/4 if you want it or something in the middle. In my opinion, the second mode is the more appealing overall, but I supposed a good GW support deck can also benefit quite a lot from the third one. But looking at the first, I cannot convince myself a Divination on a stick is bad. I just can’t.
There’s also a couple of scenarios in which this creature can ended up just be a 1/4 for 2G. I suppose it can happen. But, in most cases, you should at least be able to put a +1/+1 counter on a teammate's or enemy's creature and draw one or two card out of it without exposing yourself to die right away or boosting a evasive creature you don’t have the kill spell to deal with. Thanks to Generous Patron defensive body.
Also, it worth to mention that Generous Patron could snowball in card advantage in a deck that run the (or at least a part of it) GW support package. Casting an Expedition Raptor late in the game when the counters put on opposing creatures won’t matter should feel pretty great. Ever more if you put the counters on some of your buddy's creatures. Also, even if I don’t’ really think it could materialises itself very often in sealed (maybe more in draft), the interaction with Gwafa Hazid is cute.
With that said, Generous Patron being as good in offense as in defense makes it one of the top green rare in the set. No doubt about that.
PS : For those who doesn't like the set, please no hate. I know the set isn't universally acclaimed, but please respect folks who are in fact interested by its gameplay perspectives. Thanks.
Doomed Traveler was good in Innistrad and I don’t think it would be any different in Battlebond. My only concerns is that there isn’t any real sacrifice theme in the set (outside of few rares like Diabolic Intent and Krav, the Unredeemed, as few uncos like Slum Reaper, Morbid Curiosity and Culling Dais), so you won’t be able to sac him for value very often like we use to in Innistrad.
Otherwise, the Traveler is still a good blocker and the token it produces would enjoy your support cards, so it will be potent for the GW counters deck once it dies.
Rate : 2.0 for regular decks 2.5 for the GW decks
I doubt this fox will have a huge impact in the format. Two drops tend to be less valuable in THG in general and this one clearly lacks of useful abilities. In fact, its ability to destroy enchantment doesn’t have a huge amount of targets in the commons and uncommons section. Sure you will be able to break a Pacifism, a Claustrophobia or Oracle’s Insight sometimes but that’s pretty much it since other nonrare targets aren’t really threatening.
Rate : 1.5
The creature has nothing going on for him. None evasive X/1 seems pretty weak in this format, especially in Sealed, and it doesn’t have any tribe synergies to help. It’s still an okay beater if you really need one, but be aware of Eyeblight Assassin. With that said, this dino does trade with bigger creature, but will still trade with almost any 2s in this format even with some support cards.
Rate : 1.0
This creature is good. It has the classic bear stats (or almost) and had significant upside. In the GW deck with all the support cards, it’s going to be pretty great. On top of that, it’s also a warrior, a tribe that is really important in this format. I’ll play all copies of this in any deck that cares about warriors (basically every deck) and deck that produces a decent amount of +1/+1 counters.
Rate : 2.5 for regular decks 3.0 for the GW decks
I think this 3-drop is good enough to define the format. Decent stats, tribe synergy and a powerful ability this is quite easy to trigger in a 2v2 format. Good enough to claim the throne as the better nonrare, nonmythic white 3s in the set. Looking forward to play this in any W/x variant for sure.
Rate : 4.0
Another card from the Innistrad block. This one isn’t as good as Doomed Traveler though. While in this format, it’s basically a 2/3 vigilance creature, I think it’s still a filer at best. There’s few shenanigans you can do with it, with Karametra’s Favor and Take Up Arms for example, but nothing too crazy.
Rate : 1.5
This dude is a fine blocker and will trade with a bunch of 4s. This only makes him desirable in any form of defensive deck. But again, nothing too crazy here.
Rate : 2.0
First of a couple Amonhket Block reprints. Though this one was fine in Amonkhet Limited environment, here in Battlebond there isn’t any powerful exert creature to untap. For this reason, it’s a boring filer at best. In fact, there’s many X/4 creatures is this format, so its base stats aren’t even close to being decents.
Rate : 1.5
A nonevasive 3/2 for 3W is not what I would call good in this format. Being a warrior does help raising the playability of this card, but not that much. It has lifelink, so if the format defines itself as aggressive (which I doubt), it could help maintain your life total high. But starting the game at 30 life doesn’t look good for an underpowered lifelinker. But like I said, at least it’s a warrior.
Rate : 2.0
I think this one is a format cornerstone. Being able to distribute two +1/+1 counters among creatures your team control is great on its own but having synergies with other good cards, like Light Walker and Wandering Wolf, is quite nice. Super good card for the GW deck and still acceptable in any other.
Rate : 3.5
This creature power will vary depending on the resulting power of the new Assist ability. My guess is that creatures with assist will, in average, cost 1 or 2 less to cast depending on total mana cost. You teammate will sometimes be able to help you more to cast it, but not without losing a lot of tempo in the process.
So if we look at this creature as 3/2 flying for 3W that gain you 4 life entering the battlefield, it seems like a pretty decent playable.
Rate : 2.5
Again, this dude power is to be determine by the effectiveness of the Assist ability, though this one looks less interesting than its bird cousin. Having a temporary anthem effect on turn 4 or 5 is fine, but I doubt it will have that much of an impact in a 2v2 format even if it affects your whole team. For that reason, I think it’s not a card that you should put more than one copy in your deck. Still, the 3/4 body gives it interesting stats if it hits the board on turn 4.
Rate : 2.0
Pacifism looks great in this format since there isn’t a lot of way to answer it efficiently and since your opponents aren’t going to be able to board anything against it (THG being a one game per match format). Solid cheap removal spell. Play all copies you open if you end up being white.
Rate : 4.5
This combat trick seems decent since you’re more likely to have multiple creatures on the board by having a teammate who also play spells. On the other side, the lifegain won’t matter as much as in a regular game of magic and won’t triggered shenanigans as it used to do in the BFZ Limited format. Still a fine playable for aggressive lists.
Rate : 2.0
Please, do not play this. Trust me. The only thing that keeps this from having a 0.0 rate is the draw a card part.
Rate : 0.5
Solid piece of removal again. You should always play this. It’s not as good as Pacifism since it’s not good on offence. But still.
Rate : 4.0
Shoulder to Shoulder wasn’t as good in BFZ as I predict it will be in Battlebond. That should be the case for two reasons. First, you should normally always be able to find two creatures to support with it in this 2v2 format. Second, StS easily enable a bunch powerful synergies that are present in the set while drawing you an extra card. If the format end up being as slow as I think it will be, StS will be a good playable.
Rate : 2.5
I tend to dislike those type of creatures in general and I don’t think a 2v2 format will change anything to this evaluation. It’s nothing more than average on offense and pretty bad on defense. Easy pass for all the nonlinear strategies. As an uncommon, I quite dislike the card.
Rate : 1.0
This 2-drop is crazy on the draw in this format because you’re likely to fetch for up to three basic plains with it. It could also be great latter in the game if a land gap has been created between you and other players. Lastly, in worst case scenario, it’s a bear that offers you a free shuffle. With all the scry effect and Impulse in the format, this last part is something that could often matters. I will definitely be happy to play this card.
Rate : 3.0
If games tend to go late, this card could do some serious work at unlocking boardstall since support fits nicely in this format. The restrictive timing part of the ability is what keeps it fair though. A good 1-of to have in any white deck, even those without the counters matter.
Rate : 2.5
Those Partner with are tricky to evaluate since they are underpowered in order to permit them to create card advantage (note that they also chain together if you have mutliples). While being good, I think Proud Mentor (and is mate) isn’t (aren’t) the most powerful out there. The tapping ability (even on an overcosted body) is nice and wants to synergize with Impetuous Protege. However, it functions in such an inelegant way because it forces you (or at least the owner of Impetuous Protege) to be on the offense. The best way to use them is to tap the best threat on the table during the opposing team’s battlephase and then swing with Protege during your team’s turn. Since they’re among the cheapest of the bunch, I still see it (them) as solid playable(s). Both also works great in the Player-A-is-aggro and Player-B-is-control strategies, which is good. At the end of the day, Proud Mentor scores with a good rating since it’s pretty good on its own.
Rate : 3.5
In counterpart of Proud Mentor/Impetuous Protege, I think Blaring Recruiter is among the cream of the partner’s creature. Both part (him and Blaring Captain) works great on their own but also becomes a lot better when pair together. About the Recruiter, I like the fact that he ensure you that you’ll always have a warrior on the board for the various synergies that care about it. Really powerful manasink ability.
Rate : 4.0
Fine effective flyer here. Nothing too fancy, but Steppe Glider should find a place into your deck, especially if you’re playing GW and that you could benefit from its activated ability. If it is the case, then it could do some salty stuff.
Rate : 2.0 for regular decks 3.0 for the GW decks
If the format is slow enough, this angel could finish a lot of games. While 7 mana is a lot for most deck, this stat monster is pure gold on a loaded field and eat every single flyer in the common and uncommon section. I would certainly like to have one of them into my white pool. No near to the level of Nimbus Champion in term of average powerlevel, but still a sky master.
Rate : 2.0
What to say about that except it’s probably the better card in the set? Cheap unconditional removal with minimal downside. I’m in. Every legacy player and cube’s owner are and you also should be.
Rate : 5.0
I’m pretty sure this effect worth it. It’s not a card that I would slot more than one in my deck, but saving your creature from a removal spell and getting a free +1/+1 counter in the process seems like a good deal. If you have few good ETB effect in your deck, then it gets even better. Say hi to Expidition Raptor!
Rate : 2.0 for regular decks 2.5 for the GW decks
This being an uncommon says a lot on how much your Pacifism and Claustrophobia will stick around in the average scenario. That being said, I think I would always slot one of these into at least one of my team’s deck unless we have a super deep pool with multiple of all the good to great stuff. It will (almost) always have a target since you will be playing against two opponents. Also, a bunch of common artifacts are good fillers. Stuff like Yatian Soldier and Millennial Gargoyle or even Tyrant’s Machine will flood the tables.
Rate : 2.0
I’m sorry for those who likes auras (and Double strike), but you should never put this into your deck. Never. First 0.0 of the format.
Rate : 0.0
This piece of removal is interesting in a format full of +1/+1 counters. Being sorcery speed does hurt a little being, but your opponent being able to assist you reduce the average mana cost of the spell. There’s also some cute interaction with stuff like Fan Favorite, which you can buff before casting Bring Down. Overall, this removal spell seems pretty potent at killing opposing bombs.
Rate : 3.5
Back from Khans of Tarkir, this spell looks pretty nuts in Battlebond. Need a bunch of warriors? Check. Need a way to interact with the opposing board at instant speed? Check. Need to go wide? Check. This spell looks great. It was good in KTK, but it will be great in BBD. Thrasher Brute will love this cute army in a can card.
I personally doesn’t dislike that card that much since it’s a cheap X/4 in a format where 4 toughness seems to be the line between creature that trade a bunch and creature that stick around. It’s also not defender, so if you manage to put few +1/+1 counters on its shell, you’ll be able to attack with it or at least threatening to efficiently block opposing creatures. Far from the best creature in the format, but it’s better than Raptor Companion.
EDIT : Now that I have played the format and learned more about its strength and weakness, I’ve so say that it would have been welcome from WotC if they decided to put Sidisi’s Faithful at the place of Kraken Hatchling in order to help the UW archetype(which is the weakest of the five). In fact, SF would have given a purpose to those Doomed Traveler and Riptide Crab (which there isn’t actually in the set), as given to opportunity to cash in useless ETB effect creature in the mid game in order to replace them by a bigger butt to block ground pressure. Here, I’m talking about Omen Speaker, Frost Lynx and Oreskos Explorer. Also there is some cards out there that produce a couple of warrior tokens, so it would have given you an additional use for them if blue has access to a card like Sidisi’s Faithful. Maybe the addition of one single card with the exploit mechanic would have been kind of strange, but I do think in a pure design perspective, it would have fit nicely.
Rate : 1.5
Omenspeaker was decent in Theros and will be in Battlebond (if not better). Its body is well suited for combat and scry 2 is always an interesting ability. There’s also a few things that can make it flick (or bounce) if needed.
Rate : 2.0
This cheap flyer should deliver. Being able to attack in the air early has always been a good way to win games in Sealed Limited formats. I don’t think I would cut any copy of this card from my blue decks. Without saying it’s the best color or anything, I expect Kitesail Corsair to be a significant part of blue success in Battlebond.
Rate : 3.5
A regular, bear type, filer that help your bigger creatures pass through a stack board? I’m in. They do not do well in multiples, but still a perfectly fine playable bear that I would run in my blue decks. Not sure if it’s really better than Silverchase Fox, but I’d give it a little edge because of the more valuable ability it has.
Rate : 2.0
This flyer was made to make everyone happy and I think it will. The only downside of it is that your opponents (and your teammate) are going to be able to benefit from the extra card before you do. So just be aware of that fact when you cast it while your team is ahead on board, since you do not want to give the opposing team too much gas. But all in all, a 2/2 flying for 2U is always going to be good in Limited formats.
Rate : 3.0
This blue elemental seems pretty bad to me. First, a 2/3 for 3CC doesn’t look exiting in this particular format. Then, the activate ability seems to taxes its owner pretty much. For example, if you had to it a bunch of counters, in theory, it could raise its power a lot. But in practice, the activation cost of U would prevent you from doing it efficiently. Just a simple, boring, filer that I’d rather not play if possible.
Rate : 1.5
This kind of ability is always welcome on a reasonable blue body. Even if a 2/2 for 2U isn’t that exciting, it could trade with the load of x/2 in this format, while also buying extra time in the process. Since the format tend to design itself as pretty slow, I think it just miss the 3.0 rate. But it’s still acceptable as one of your core creatures.
Rate : 2.5
Again, another useful blue ability and this time strap on a reasonable body. In fact, being a 2/4 place this creature among the cornerstones of this format since it does well in combat. It’s also interesting that you could get your teammate to draw at your place with its ability. Paired with a couple of removal spells, this fish can snowball into massive card advantage. I’d slot every copy I open. On top of it, it’s also a warrior.
Note that this creature is the only 4s among blue common creatures. This tells me that blue is the most well positioned color to help assist its teammate. Be aware of that fact when you’re deckbuilding a blue deck.
Rate : 4.0
Nimbus of the Isles, originally printed in M15, seems like an easy obtainable finisher. Hitting for 3 in the air can end up the game at a reasonable rhythm and being splashable makes it also decent in 3-colors decks. I would always want at least one copy of this in my blue deck even if 3 toughness is so, so far away from 4.
Rate : 2.5
This hexproof colossus was okay in Theros because the limited format was slow and that it was hard to interact with it in any way unless you had a big bestow creature. I think the same logic applies here except creatures can’t grow as much as they could in Theros. So Benthic Giant definitely looks like another fine finisher for blue.
Rate : 2.5
Spellweaver Duo is another creature with a powerlevel that may vary depending on how the Assist ability plays out. I suspect this one should be great though. 4/4 is a good rate in this format and being able to bounce an opposing creature for, let’s say 5 mana, looks quite strong. Academy Journeymage is strong in Dominaria Sealed and Draft at the moment, so Spellweaver Duo should as well be in a THG format.
Rate : 3.5
Impulse looks fine in here. It provides something good to do on turn 2 if the format parameters determine that you don’t always need a 2s on the board at that time. Impulse also increases your chance of drawing your bombs in the late game. Not really seeing any reason why this shouldn’t make its way into your deck. I’ll give it a 3.0 instead on 2.5 based on my presumptions about this format being really slow.
Rate : 3.0
Counterspell isn’t something I normally look at in Limited formats, especially Negate type of counterspell. I would rather board them in if my opponent seems to be running an above average number of removals and nonecreature bombs (AKA Planeswalker). In BBD, you won’t be able to board anything, so Negate may be an okay 1-of in one of your team’s deck, just to act as insurance policy. For that reason, I’ll give it a rate just above 1.0.
Rate : 1.5
This one is one of the few Alara block reprints and I don’t think it’s remarkable. It’s fine at saving your dude from a removal spell (and gaining an extra ETB effect in the process), but it clearly lacks as a removal spell on its own. The speed format will tell how much you can use this last mode, but I highly doubt it would be usable unless you’re simply desperate not to lose. About the other mode (saving your creature), I’d rather run Negate if I was seeking for this type of effect even if bouncing your creature out of a Pacifism could make you feel good.
Rate : 1.0
As Pacifism, I think Claustrophobia is a premium removal spell. Good on offence and defense. Lives in a format is which enemies will have a hard time dealing with. Still, it’s harder to cast and in a weaker color so it cannot rate as high as its white cousin.
Rate : 4.0
This is a strict upgrade of Divination, isn’t it? The only downside I see from it is that in a Player-A-is-control and Player-B-is-aggro strategy, the control player that will put this into his deck won’t be able to cash in card advantage out of it, since he's being force to make his aggro teammate draw at his place. It’s not necessary that bad, but I think it’s significant enough for those who live by this type of THG strategy to lose half a point of rating. Other than that, your team drawing 2 cards for a split 3 mana is a real deal. Divination has always been fine in Sealed Limited, even in fast format, so Hundle Up has great chance to be in Battlebond.
Rate : 2.5
Flpthp was lost in the city of Ravnica and he seems to be lost in Kylem as well. Jokes apart, I think Totally Lost is a piece of removal that deserves some respect. First, it interacts at instant speed with nonland permanents, which makes it an elegant answer to opposing Pacifism and Claustrophia assuming you can win the game the turn you cast it. It’s also capable of removing a blocker out of the way without generates card disadvantage like regular bounce spell. Lastly, in a less elegant way, it can also save your bomb from a kill spell or a combat situation that is turning to your disadvantage. Flpthp would say it’s a serviceable spell to put in your deck.
Rate : 3.0
I’ve never played Fog Bank in Limited but I guess the same logic applies to it that it was for Kraken Hatchling earlier, and even more. Going from brick walling 50% to 90% of the format seems reasonable for 1 more mana. Though this isn’t an exciting card, it seems serviceable as it demands an answer from your opponents.
Rate : 2.5
Reckless Scholar was great in Shadows over Innistrad because of all the graveyard shenanigans that were floating around but also because looters are always good. Always. Especially those who can attack or trade efficiently. That is the case for this mad scientist. I would say you have absolutely no reason not to be running this in all your U/X decks, even in the XY/u ones.
EDIT : Bein able to loot for your teammate is a sweet bonus in this 2v2 format!
Rate : 4.5
An unblockable 2/2 tribal synergic creature for 1UU seems like a good deal. Even the Fog Bank cannot block this one. Pretty decent playable. It can also benefit nicely from a couple of +1/+1 counters.
Oh and by the way, I found it pretty funny how WotC R&D crew has manage to bring back a bunch of nonhomogeneous warriors across multiple sets in the multiverse. It’s like they just randomly gatherer them from their own search engine, lol.
Rate : 3.0
Another interesting card to evaluate. I know a lot of people have already pooped on the card for being too slow, but I actually think it’s almost a regular (none Swords to Plowshares) bomb level uncommon (and even if your team hasn’t access to green). I had to admit, the body is not great, and not even good, but still pass the trade with X/2 test. Also, if unanswered, it can start drawing cards pretty fast. I think the best way you could play it is casting it on turn 6, while assisting your teammate into something (or holding up a Negate or a bounce spell if you can) and then start cash in card advantage at instant speed next turn. The control player of your team should have no problem doing that. Oh, and I forgot, if you can chain into Lore Weaver’s partner, then it becomes completely nuts.
Rate : 4.0 for regular decks 4.5 for the UG decks
Peregrin Drake, dear hold Peregrin Drake… For those who doesn’t know the card, I can ensure you, it is great! A free 2/3 flying creature is awesome, nothing less. Since the tempo swing it provides help gaining board advantage in a hurry when combine to any kill spell or any form of board interaction, I’d prefer jam this in the team’s control deck. But it should get the job done in the aggro one as well if your control deck isn’t blue (which is, by the way, truly possible in this format).
Rate : 4.5
I think there is no doubt this Partner with creature is the worst of the cycle, and I mean, by far. The ability is almost irrelevant on its own and it doesn’t upgrade that much when your team has its fellow Slinger on the board. I would say this one is an easy pass. Chakram Slinger is probably better and, by a slim marge, worth it on turn 5. However, chaining the Retriever into the Slinger seems too slow. A pinger needs to be one board earlier than turn 6 to start threatening a 30 life total, even with the cute frisbee interaction.
I have to say I could be wrong on this one if the format proves itself to be even slower than I expect it to be. Even then, it would be more attributable to the Slinger than the Retriever.
Rate : 1.5 for regular decks 2.0 for the UR decks
Speaking of bomb uncommon, there’s Nimbus Champion. It flies. It’s a warrior. It has warriors’ interaction. It removes threats and blockers from the board. It’s splashable. Could we ask for more? Oh yeah, it’s a 4/4 mathematical nightmare.
Rate : 5.0
Spell Snare isn’t made for Limited. You shouldn’t play this unless you’re pretty desperately in need of payables, which shouldn’t happen in a format in which you open 12 packs of 14 cards.
Rate : 0.5
Fumble had an interesting design since it adds some value versus an usual bounce spell that creates card disadvantage. I think this conditionally effect will not affect pieces of equipment, since there isn’t any in the set. On the other hand, the aura part is alive for real. Bouncing a creature out of a Pacifism and locking another one creature in it should convince anyone that this cart is good. Add to this the potential of stealing a random offensive auras from your opponent and the regular Unsommon part of it, and you’ll obtain a pretty good card.
Rate : 3.0
I think I’m not making any mistake by saying this card is a border line 2.0. Don’t get me wrong, this spell is still payable since the format should be slow, but Cancel has never shine in any Limited Sealed Format and that’s pretty much what it is.
Rate : 2.0
This is one of the few none defensive auras that really worth it in the set. If you caught the opposing team off guard with it, you’re going to get value of it right away and then it snowballs hard if not answered quickly. The regular downside of an aura is still there though. If the opposing teams as some lands up while you’re playing it, you’re opening yourself to potential two for one. Play it carefully.
Rate : 3.0
I think Switcheroo is well positioned in this set because there’s very few common way to answer it while it’s on the stack. Also, since there’s more players at table, you should most of the time find a good trade to do with it. You should normally get what you want of this spell in Battlebond. Pretty decent blue removal spell even if it’s a bit tricky to play.
Rate : 3.5
I don’t see how Opportunity could turn out not being stellar in a slow, grindy, multiplayer format. Looking forward to play all my copies of it. An instant speed draw four cards cannot fail.
EDIT : Being able to make your teammate actually draw 4 cards is also a big part of this card potential in this format!
Even if the color combination isn’t officially supported, I think this card looks pretty okay in a GB/WB counters deck. Evasion, lifegain and growth potential makes it just enough playable that I wouldn’t be embarrassed to run multiples of this creature in those decks. In other color combination, I’m not as convinced, but I think it would still be a valid option to fill the beginning of your curve.
Rate : 1.5 in regular decks 2.5 in GW/WB decks
It looks like this guy wanted to have an aristocrat theme going on. Unfortunately, it isn’t the case. In fact outside of Slum Reaper, Morbid Curiosity and Culling Dais, I don’t see any nonrare card that cares about it dying. So it’s basically just a fine blocker with some minor upsides when paired with a couple of uncommons. For that reason (and since it’s not even a warrior), it’s just random 2s to fill your curve.
Rate : 1.5
Another zombie that is out there just to fill your curve. Seems to be a redundant theme in the black 2s, which by the way seems to encourage the slowness of the format. About the card itself, I found it quite sad that at first glance a tribal zombie seems to be a thing, while it isn’t at all. In fact, there’s exactly zero zombie matter in the set, so this guy is just a simple 2/3 for 1B that ETB tapped. At least, he got a big butt to shut down all the other 2/X in the format.
Rate : 2.0
Now we’re talking! An impressive 2/1 deathtouch warrior? What! Seems right at its place in this arena environment. Enabling tribal synergies and trading with bigger creatures is what this guy do best and I think it’s more than enough to be good! Solid playable.
Rate : 3.0
Except for that art, I don’t see anything wrong with this card. Another warrior that also care if you control other warriors. When active, it attacks hard and trades with bigger creature and that's definitely sweet from a 3-drop. It’s kind of strange that this card is one of the few we’ve seen so far that is actually made for aggressive ground decks (along with Aurora Champion). I’m intrigued to see if this could play against it in this grindy format. With that said, I think it’s a decent to good playable for most black decks.
Rate : 3.0
Creature that are merge with kill spell rarely fail in Limited format and this one is no exception. Pre or post (but mostly post) combat phase, this guy will do some serious work for the black mages of Battlebond. Even if there’s few X/1 creatures, chances of Eyeblight Assassin 2 for 1 your opponent are quite high when properly timed. Pretty glad to see this one being necroed out of Magic Origins set.
Rate : 3.5
I think Fan Favorite is fine. Mana sink is always good to have in Limited formats. This one is also sharable with your teammate so you could maximize its potential. At top of that, shade creatures (who can pump their power and toughness) are generally pretty close to nightmare in combat situations and can also take the game on their back when unanswered on an empty board. As a potential 2/2 for 2B with upside, I like Fan Favorite quite a bit.
Rate : 3.0
This bad boy has the stats you need in this format. Even if the missing 4th point of power could hurt you a few times, the 4th point of toughness in counterpart is huge in here with all the 3/X hanging around Battlebond. It’s also a warrior FWIW (and we know it does!). I think I would try to slot any number of copies I open.
Rate : 2.5
Black low curve creatures were bad, but it seems that the high curve ones are quite decent. This Onslaught’s monster is in fact no exception. A flying threat that is a pain in the ass to block? Sign me in. Its dying triggered will decrease as the game goes on, but it still can take multiple turns to become irrelevant. Even if you’re just trading with another X/2 flyer and that your opponent discard a land, I think Screeching Buzzard has deal its job. And we are just talking about the worst case scenario here. Average will be good and best will be back breaking most of the time.
EDIT : Screeching Buzzard was a pain in the ass to play against. Much more than what I initially expected. Feels more like a solid 3.5, since there's no easy way to avoid at least 2 for 1 with this creature. If you kill it with a none Pacifism, Sword to Plowshares or Clautrophobia card is litterally a 3 for 1.
Rate : 3.5
Rotfeast Maggot should be the fair Thragtusk (without son) of the format. A 3/5 for 4B is no joke in Battlebond and the ability will be relevant most of the time since creatures are going to trade a bunch in the early stage of the game with four player at the table. Also, its ability will prevent the opposing team using their Vampire Charmseeker (AKA the UB uncommon bomb) as a Raise Dead for their best dead creature. Note that you can also exile your own stuff if needed. At the end, it’s another creature that makes me think the format will turned out to be turtle slow.
Rate : 2.5
This card is close to be the worst none 2-drop creature among the black commons. That says a lot about the high quality of black creatures in general. Most of time, this vampire is gonna be a 4/4 for 4B with minor upside, which is totally acceptable. I wish it was a warrior as well, but whatever.
Bloodborn Scoundrels and Rotfeaster Maggot are pretty close in powerlevel. The only thing that makes the last one (just by slim marge) better is the exile ability. Other than that they trade the 4th point of power for the 5th point of toughness, which is fine in both side. Also, the Scoundrels can win you the game in rare occasions, but the Maggot can gain you way more life pretty often, so I think it’s also a win-win here as well.
Rate : 2.5
Grotesque Mutation was okay at best in Shadows over Innistrad and the format was fast as hell during a huge portion of the season. It was okay because it was a combat trick that let you win the race against other aggressive lists. In Battlebond, I don’t think it will be as effective since the low curve creatures in the format aren’t as good as they were in SOI. Combat trick also look worst in general in this meta. For those reasons, I’m not looking forward playing this spell at all.
Rate : 1.0
This kill spell competes for the best single color common in the format with Pacifism. An instant speed removal that deal with about 75% creature in the format and that can combat trick the rest is stone cold solid at such a cheap cost. In fact, it looks so great that I think it’s the best pure removal spell behind Swords to Plowshares. Your deck could become close to unbeatable if you open multiples of it.
Rate : 4.5
Another great kill spell. No doubt Assassinate will do a potent job on defense against none vigilance creatures. Note that it can also be paired with Proud Mentor to kill just about anything in the format. Solid piece of removal that I would run in any deck, even if it’s better (a little bit like Rebuke) in the control lists.
Rate : 4.0
Back in Amonhket, this spell turned out to be not that good. The 3x AMK draft format was so fast that you, first, didn’t had the time to waste an entire turn drawing cards and, second, didn’t had the luxury to lose 2 life in the process. It was less true in the Sealed format though, and I expect it will be even more the case in the Battlebond environment in which the loss of life will almost be close to irrelevant. I personally anticipate it will be one of the few cornerstone card advantage spells in B/X control decks since its owner will draw both cards unlike with Huddle Up. Note that you can also kill the opposing team with this spell if they’re low on life total.
Rate : 3.5
I tend to dislike Mind Rot effect in Limited format in general and even more if they are overcosted (and don’t provide a body like Mire’s Malice). A reprint of Unburden would have been welcome. At its place, we have Fill with Fright which, for its part, seems to be such a bad top deck late in the game. I wouldn’t slot this in any deck unless I was desesparately in need of playable 4s and ways to deal with opposing card advantage. Without the scry part, it would be pretty close to simply unplayable.
Rate : 1.0
Oh god, black is literally loaded on spells that deal with opposing threats. That’s insane! At 3BB, Liturgy of Blood can look a little overcost at first glance, but it does gives you back BBB at resolution. Killing every possible bomb your opponents will play seems so solid for a common card. Just look at what Eviscerate is doing at the moment in Dominaria and you’ll understand Liturgy of Blood’s power. Plus, this into Painful Lessons seems monstruous.
Rate : 4.5
Culling Dais find its combo piece with this creature! Unfortunately, they’re both uncommons so you’ll rarely be authorise to abuse this interaction. Outside of this combo, I find Tenacious Dead passable at best. It blocks ground creature forever but you have to always have the available mana up in order to proceed so. For this reason, I’ll rate this card as a decent filler at best. And its nice interaction with Culling Dais gives him just a little 0.5 boost.
Rate : 2.0
This guy is a 2/2 with a pretty, pretty bad ability. It was the case in Return to Ravnica and it’s still the case in Battlebond. You have to see this a simple bear since the ability to bolt yourself in the face isn’t good at all. And it’s not even a warrior…
EDIT : If your team opens Zndrsplt, then Tavern Swindler might worth an inclusion.
Rate : 1.5
We talked a little bit about Blaring Captain in the white section when we saw its partner and it was pretty clear then that this pair of friends was pretty good. I still think Blaring Recruiter is the better among them, but the Captain is just fine as well. I like the fact that it boosts itself as well when attacking, since otherwise it would have been pretty mediocre. As a 3/3 for 3B, chances that he could attack a couple of times are real. And don’t forget that like any other partner creature, it generates card advantage as it comes into play. Pretty solid.
Rate : 3.5
Thrasher Brute looks solid. A 4/3 body somehow looks not that great in this format but the repeatabble entering the battlefield triggered makes it desirable. If your team plays at least 12 to 15 warriors combined, it could create a significant life gap between both teams before you decided to trade with something with it. Pseudo fair Siege Rhino creature, lol.
Oh, and I guess it also worth to mention that Thrasher Brute combines with the Blaring’s partners in a pretty nutty way.
Rate : 3.0
This creature seems decent if you have a bunch of Doomed Traveler of Doomed Dissenter to sacrifice. Although, note that each player has to sacrifice a creature when Slum Reaper enters the battlefield. It’s important to be aware of that fact because if your teammate is unprepared, it could backlash him a lot. Otherwise, the possibility of 2 for 1 the opposing team is damn real, even if the only creature sacrifice on your side is Slum reaper itself. Interesting creature that take a whole new dimension in this format.
The only downside to it is that I found Slum Reaper to be quite hard to apply in a format in which the best strategy is Player-A-is-control and Player-B-is-aggro. The aggro player will backlash himself if he plays it and the control one is going to harm its aggro teammate if he cast it at a bad time. So, it kind of becomes more of a come from behind card, which isn’t that bad.
Rate : 3.5
OMG. Soulblade Corrupter is great if your team has access to GB, nothing less than great. Giving all your dudes (those with +1/+1 counters) deathtouch on offense is crazy strong. And I love the fact that its green partner (Soulblade Renewer) helps so much powering up its ability. Dropping it while you already have a board with few counters on (or in the same turn as you drop the Renewer with your teammate's help) should feel pretty good. He just fit really well in an Abzan’s shell, that’s for sure. As a pure black card, it’s pretty less impressive though.
Rate : 2.0 for regular decks 4.0 for GB/WB decks
Another flashback from Khans of Tarkir! For its part, I like the fact that Swarm of Bloodflies is a splashable threat that goes bigger as the game progresses and that benefitS from all the counter synergies right away. In a 2v2 format, creatures dying should happen pretty frequently, so I’m convinced this creature should have 4+ power of lot of the time. It’s just sad that the starting stats are so low. This is the only thing that keeps it from having a super high rating.
Rate : 3.5
There’s a couple of reason why Noxious Dragon could fail in this format. First, the set isn’t crowded with actual nonrare, nonmythic 3s that you care so much about past turn 6. Second, there’s a significant number of removal spells out there that will either enchant it, bounce it, exile it or fail to deal with it, so your opponents sould often have the possibility of just ignoring its dying ability. It’s still a 4/4 flyer with an okay upside, so nothing really to complaint about.
Rate : 3.0
I think a single mana on turn 1 is a really small investment in order to acquire a 5/5 zombie creature. Maybe it will end up being bounce of put on top of your library, but still. On the other hand, I think Quest for the Gravelord is a horrendous top deck late in the game unless you have the sacrifice engine going on (multiple copies of Doomed Traveler, Doomed Dissenter and Cullins Dais), so be aware of that if you put it in your deck. A real high ceiling and a super bad floor give it a just below average rate.
Rate : 2.0
This spell was bad in Kaladesh Limited and I think it may be even worst in here. The lack of instant speed unfortunately kills the card pretty bad. And in general, you don’t really want your big stuff dying in order to draw random cards. It’s in fact one of the few uncommons I won’t be happy opening in my Battlebond’s Sealed pool. Black cards cannot all be good, lol.
Rate : 1.0
Wow, what a push wrath spell! No joke, it’s mildly to say that it would have been playable only as a global -2/-2 until end of turn. But as it is, you get the aura bonus for your now demon creature. It’s also important to note that it can sometimes also become a downside, since if your doesn’t own any creature or if the targeted creature get blown in response to you casting Inner Demon, you would get nothing out of this spell. Still, I think it plenty worth the risk. Overall, Inner Demon is one of the most greatly design card in the set and worth an inclusion in any black deck in the Battlebond format.
About the rating, I hesitated between 4.0 and 4.5. At the end, I based my result on the fact that it’s not always on and that it require minimal set up unlike regular wrath spell. Also, I took in consideration the fact that it is anti-productive in the Player-A-is-control and Player-B-is-aggro strategy (or in fact in any team that plan to have at least one aggressor).
Rate : 4.0
Even though it’s a high curve sorcery speed removal, Assassin’s Strike was pretty decent in Return to Ravnica because the format was so grindy that your opponent has always something to discard, even in the latest part of the game. I don’t see Battlebond as deep in the grindy zone as RTR was, but I’d say Assassin’s still looks great in this set. It’s strange that this card looks kind of worse than Liturgy of Blood, which is only a common.
Rate : 3.5
Another worse than its common cousin removal spell. This spell is great, don’t get me wrong. I just think Last Gasp and Liturgy of Blood are both better. Last Gasp had the upside to being able to kill almost any low curve creature for cheap. Liturgy of Blood in counterpart is costly, but still get the job done whatever the creature it’s trying to blow (with a Dark Ritual effect in bonus). Gang Up for its part cannot kill as efficiently small creatures and cannot deal with big creatures without taxing your whole turn (and even some of your teammate’s mana) in the process. Fortunately, it being instant speed helps raising the final rating a bit.
I think Reckless Reveler is fine as a serviceable 2/1 for 1R. Being able to trade at instant speed with something like Tyrant’s Machine, Millennial Gargoyle, Juggernaut or Stone Golem definitely worth it. So I wouldn’t be shame to put of few copies of it in my deck.
FWIW, I think this card does deserve better rating than Silverchase Fox because 1) it has more targets available, 2) because those targets are colorless, so more likely to appear in your matches and 3) because he can out tempo (in mana) your opponent on several of those targets. Red also seems to be more aggressive, as always, and more likely to want some random 2s.
Rate : 2.5
I’m not convinced this creature will be good in Battlebond Limited. The ability seems almost irrelevant, outside of its interaction with Saltwater Stalwart, and force you to tap two creatures in order to get some damage through a loaded board. Note this also combo (if we call this a combo) with Fan Fanatic, Kraul Warrior and Watercourser, since you can activate their ability before going to damage phase. If you run either of those, especially the merfolk, then its rating rise a little.
Rate : 1.5 in regular decks 2.5 in the UR decks
As a has been cube card (and cube owner for my part), I know Boring Marauder can hit pretty hard. While it’s pretty bad at blocking, I think it should made the cut into most red decks without any problem. Not the best 2s out there, but still able to get the job done offensively as an agressive warrior creature.
Rate : 2.0
Humm… This dragon isn’t good? IS it? In fact, it is not. First, it’s a 2-drop that don’t stack really well in your deck since you need mana every single time to get damage out of it. So having multiples of it won’t get you nowhere. Also, it’s so weak! One point of toughness literally just means it dies to everything. Imagine yourself putting mana into its ability and then see it go away, killed by 1-2 mana spell. IT would be litterally disgusting. I wouldn’t look forward to run this card and wouldn’t run more than one if I was force (and I mean struggling real hard on playables) to run it.
Rate : 1.0
Ember Beast, as is Loyal Pegasus, is a card that you shouldn’t, in most cases, run. If it was at least capable of blocking alone, it would have been decent. As it is, it is meh. It's easy, your opponents will just have to ignore it and deal with every other creature you have in order to neutralise it.
This Odyssey creature is not made for this format. There’s in fact too much missing red haste creatures in the set for it to be good. Odyssey format at least has a haste theme going at each level of the curve (among commons, uncommons and rares). Battle Rampart and Magma Hellion aren’t enough to make it happen in Battlebond.
Rate : 1.0
WotC liked Keldon Raider so much that they decide to print its fellow 3-drop’s brother, is that right? Yes it is, and he’s even better since your teammate may as well get to discard a card. I’m real high of this little red common!
By the way, I sincerely don’t understand why Azra Bladeseeker’s ability doesn’t apply to every player like Soaring Show-Off’s or Jungle Wayfinder’s ability for example. It’s almost like it was meant to and that at the last minute in the R&D process, they decide that it will only apply to your team. At the end, this little change have made the card real strong. Oh, and they also forgot to remove the warrior type creature afterward, lol. So OP.
Rate : 4.0
This card is a midrange king. It combines decent defensive stats and the ability to give haste to all bombs in your deck. Pretty good playable I’d say. All the dragons in the set and Plated Crusher will love this defender creature.
It also just fit nicely into the aggro-control team structure, while the ccontrol player can, as playing defensive creature, helps somehow its aggressive teammate to attack faster when neeeded.
Rate : 3.0
I like this as ramping (fixing) tech for your teammate. It’s not the most busting thing out there, but with a little bit of timing, it can unleash a powerful bomb two turn earlier while providing you a respectable body in the process. Sparring Mummy is so jealous. Cute art and flavour by the way.
Rate : 2.5
An easy achievable 4 power first striker? Oh yeah! Anticipating a lot of Bull-Brush Bruiser turning sideway this weekend. It’s just fine at blocking, but man this guy can be a nightmare to block for most none Rotfeaster Maggot, none Earth Elemental creatures out there. If Prakhata Club Security is the Yin, Bull-Brush Bruiser is certainly the Yang.
Rate : 2.5 in the regular decks 3.5 in the warrior decks
Speaking of Earth Elemental, a generic 4/5 might be exactly what you need sometimes. Nothing sexy, just some defensive stats on a stick. Nothing to be ashamed still. FWIW, it’s way better than Fire Elemental, a card that is currently in the Dominaria format and criminally lacks the 5th point of toughness.
Just saying, but last time this card was print in a none master set, it was rated as an uncommon. And back in the day, it was an pure alpha, beta, unlimited and revised all-star.
Rate : 2.5
This guy is the Charging Monstruosaur of the format. Remember how great he was in Ixalan Limited format? I also think it worth to mention that Magma Hellion isn’t an uncommon as the dino was…
So I’m seeing big potential into this one since, with the Assist ability, this thing can come down as early as turn 4. It will taxes your whole team’s turn in the process though. However, I do think it’s one of the few that worth to do it. Beyond that, in a more realistic way, it can easily come down on turn 5-6 without too much tempo loss and start bashing faces. All in all, it’s a really push assist creature, one of the best out there, period. I can’t figure out any reasons why any copy of this you opened shouldn’t end up in your deck.
Rate : 4.0
Shock isn’t the most appealing spell in general but I think it’s always decent in most Limited format. From best to worst scenario, it can win you the game or act as a pseudo combat trick to finish a big blocker. In the middle, it can deal with all sort of X/2 creatures, which is fine. There’s a lot of creatures out there that could be out tempo hard by this cheap instant speed spell. If Magma’s Spray was good, this will be for sure.
Oh, and Eyeblight Assassin can also ensure Shock kills bigger stuff for a reasonable cost. BR control decks seems pretty sharp in this format.
Rate : 4.0
I think this can trip is better than it looks and better than it was in Oath of the Gatewatch in this particular 2v2 format. OGW was also designed (at least a little bit) with Two-Headed Giant in mind, so for those who played this spell in THG back in the days will already have a sample of the point I’m trying to bring today. This card is good not because it gives your creatures haste, but mostly because it gives your teammate’s creatures haste. In fact, you should be playing this in your team’s control deck and use it as a can trip (that virtually reduces the size of your deck full of answers) that also happens to be giving haste to creatures you don’t own as a bonus. I would personally have absolutely no problem to be playing up to 3 copies of this, maybe even up to 4, in any form of R/X control deck in this format. Provide speed to my aggro teammate is good!
Pretty decent card overall for the Player-A-is-control and Player-B-is-aggro scheme!
Rate : 3.5
Good playable combat trick, Thunder Strike is. I’m not teaching anything to anyone here by saying that pump spells that provide First Strike and few extra point of power are among the best combat tricks in Magic, right? Your red deck featuring creatures should have at least one copy of this if it’s in your Sealed pool.
Question is, do you put this into your team’s aggro or control deck (if both play red, naturally)? The answer is not clear. I would say there’s no real drawback to put it into the control list and treat it as it was a removal spell. In fact, I even think processing like this will end up being better and ensuring you’ll have a creature into play to target with because the aggro player’s deck will be fill up with creatures and lands. So when the control player will draw Thunder Strike, it will rarely be dead. In the opposite, if the aggro player’s runs it and draws it late in the game while your team is a little behind, it may not help you recover as much as in the other scenario. Just for that, I’d tend to put all my copies of this spell into the control list of my team.
Rate : 2.5
As Battle Mastery, I found Lightning Talons pretty weak. Sure, when it’s unanswered, you obtain a beefy creature that is impossible to block. But being 2 for 1 is just too much on a downside for me to submit this card. Easy pass. Still better than Battle Mastery though.
EDIT : At my prerealease event, someone put this aura on a Screeching Buzzard and it felt pretty strong. Not sure if it really worth inclusion in a deck with, let's say, two Screeching Buzzard, since they won't necessary always line together but I thought it worth at least a mention in my review. This (kind of) combo mitigatess the Lightning Talons drawback quite a lot.
Rate : 0.5
Another solid red piece of removal. For only 3 mana, it deals with a huge chunk of the format. You should, with no doubt, run all the copies you can. The only downside is its sorcery speed, but it’s still among the best red cards in the set.
Rate : 4.5
Warap in Flames could be fine if the format turns out to be just enough aggressive. I wish there was more potent X/1 creatures so it would actually kill stuff rather than just make them unable to block for a turn. As I see the set, the good killable targets in the common and uncommon are Kitesail Corsair, Daggerdrome Imp, Hand of Silumgar, Wandering Wolf, Saddleback Lagac, Proud Mentor, Jubilant Mascot and Reckless Scholar. The counter archetype may change this as the game progress, but still.
At least, even if it’s a little counter intuitive, you can cast it post combat to trap and kill some creatures that block your team this turn. Just being in the format, along with Eyeblight Assassin, should make your opponents (those who are aware of the format) wonder if you’re bluffing it or not while you’re attacking with your 3/4 into their own 3/4. With that said, this spell is not for every deck.
EDIT : You can play that spell in the control deck of your team. In fact, it should even be better in there than in the aggro deck since the agressive player will be able to add pressure while the control player is forbidding opponents to block.
Rate : 2.0
Cheering Fanatic seems like a decent bear. If for some reason, he’s not facing any blocker for few a few turns, he could do some salty stuff. At the minimum, he can just sac himself into combat and help you cast your next creature if it’s really what you need. Note that if you have multiples of the chosen spell, Cheering Fanatic will affect all the copies.
What I found also important is that you opponent will also never know for sure if you’re just trying to ramp you, even at the cost of it dying, or if you’re bluffing a pump spell. Don’t really know if Cheering Fanatic is on par with other nonblack great 2s we have in the uncommon section, but it’s definitely better than a couple of the common ones.
Rate : 2.5
If the format turn out to be as slow as I think it should be, this goblin can be serviceable. I’m really unsure about its actual rate though. It cannot be too high since the card is likely to be doing nothing for a good portion of the game (except trading with a random X/2). But then, if it’s in the aggro player’s deck and this player does become hellbent by turn 8, which is like to happen, Flamewave Invoker can do some serious work and demands an answer from the opposing team.
I didn’t actually played Legions Limited, so I don’t know for sure (those who had could then correct me if I’m wrong), but I’d give it a 2.5. Five point of damage to the face seems a lot.
Rate : 2.5
We already talked a little bit about Impetuous Protege in the Proud Mentor review so you probably know that I’m not a fan. On defense, a 0/4 for 2R looks harsh. On offense, you cannot really predict how much damage he will actually do, which is bad if you want to elaborate combat strategies few turns ahead. Assuming he’s a 2/4 on offense must of time seems okay at first glance, but likely wrong if you take the time to analyze how plays out a Limited game of Magic most of the time (until a couple removals come to ruin the party). “I play this guy. Ground is stack. Non attack.” “Go. For my part, I’ll play this dude. No attack. Go”. Typical.
If your team play white, then you’ll have the Mentor so Protege would become much better. Note that it also has a cute interaction with Claustrophobia tapping clause. At the end, as a red card, on its own, I found Impetuous Protege to be the less valuable partner creature. At least he’s another warrior to add to your deck… Oh no, I forgot, Chakram Retriever exists. Damn Dog.
Rate : 1.5 in regular decks 3.0 in RW/UR decks
I don’t think this goblin is especially good without any form of cheap evasive creatures in your deck (AKA Kitesail Corsair, Daggerdrome Imp and Wandering Wolf). However, since it does boost something the turn it enters the battlefield, you’ll actually get some value out of it pretty quick. In counterpart, it gives you a close to irrelevant body for the rest of the game, since a 4/2 doesn’t look good in this format.
I guess Battle-Rattle Shaman is also good with first strike creature though. Oh yeah, true, there’s like close to zero one in the set…
Rate : 1.5 in the RW decks 2.5 in UR/RB/GR decks
When I see an Act of Treason effect in a set, I’ll always seek for any form of sac outlet to pair with. Unfortunately for Enthralling Victor, Battlebond isn’t stack of those. Outside of Culling Dais and few black rares/mythics, you won’t find anything pleasant. I still think Enthralling Victor is as a playable warrior though. Just no the better 4s out there.
Rate : 2.0
Again, we’ve already talked about Chakram Slinger in the Chakram Retiever review and we conclude that this creature is a just acceptable to fine overcosted pinger. At its defense, it can survive to some key removals in the format (Pacifism, Rebuke Last Gasp, Shock, Chain Lightning, etc.), and then still maintain a significant damage output on a ground loaded board. For this reason, it’s possible that even without its dog companion, I would consider to run this card in a midrange/control list. It’s a good way to reach the win in the mid to late game.
Rate : 2.5
This guy has a nice design. It's a good way for red to finish the game. Statistically speaking, it's a little underwhelming, but still. If you untap with this guy a couple of time and are permitted to attack you some creatures, you should win the game pretty fast. Sharp top-end! Costing 7 is the only aspect that drives it back a little.
Rate : 3.5
So Battlebond has its own Glorybringer, right? This being an uncommon and virtually cost 6 or 7 mana is huge here. It snags one of opposing team's creature, while providing your team a must answer flying threat. It actually relies a bit too much on Assist, but it's definitely super great. I think it's among the most individually powerful nonmythic creature in the set even if it's super expensive. Some rares has to be jealous of Lava-Field Overlord.
Even if you teammate assists you on turn 5 to cast Lava-Field Overlord, it will almost feel like you're both, respectively, playing a monored Boltwing Marauder with no upside and a sorcery speed Electrify that draws a card at resolution (which is insane by the way). The only thing that can prevent this from being almost identical from what I've just described is a counterspell.
Rate : 5.0
Lightning Bolt, even at sorcery speed, will always be great in Limited format (even in Constructed, but that’s another story). This format is slowly shaping into something hostile for low body creatures with all those cheap removal spells pilling up. It’s not as good as Swords to Plowshares, but what is?
Rate : 4.5
This aura, as the other in the set, isn’t worth it. Just ignore it while you deckbuild and everything will be just fine. Even the cute graveyard interaction doesn’t save it from having a below 1.0 rating.
Rate : 0.5
I don’t anticipate Trumplet Blast to have a huge impact in Battlebond metagame. First, it’s an uncommon, so you’ll rarely see the anthem deck going off. Second, this format doesn’t look like it has the significant support to make it good enough. If you’re lucky enough to have a deck that can empty its hand on turn 5, then Trumplet Blast will be good in your deck. If not, you’re better not running it. I guess a deck whit multiple Borderland Marauder, Sickle Dancer and some Rushblade Commander does exist.
Rate : 1.0 in regular decks 2.5 in the BR decks
Oh god, Blaze is so great in here! Looking at the rare and mythic, I think it’s the best red card in the set, period (Maybe only Rowan Kenrith is better, but I’d say it’s arguable), and probably the best nonrare, nonmythic card as well. It’s good at any stage of the game past turn 2 and able to eat a third of the opposing team’s life total by its own if needed. Super strong removal, win condition spell.
Rate : 5.0
I predict Blood Feud should be pretty good in a 2v2 format, even if it's only sorcery speed. Everyone is going to be jamming powerful creature on the battlefield and this brawl card is going to provide you tons of 2 for 1 if your patient enough. If desperate, it's still an expensive fight spell, which is not completely unplayable.
Initially design to be paired with soulbond creatureS in Avacyn Restored format, Wandering Wolf now looks good as well in a format full of +1/+1 counters synergies. If my expectations are on point, it’s going to be one of the best common 2s in the format. It has synergies with few other cards as well, such as Battle-Rattle Shaman, Dwarven Lightsmith and Unflinching Courage.
Rate : 3.0
Kraul Warrior is good. This kind of ability is exactly what 2s need to get in the red zone during the late game. Just the threat of activation is sometimes more than enough to get by and deal few extra points of damage. Like previously mentioned, it also has a useful interaction with Pathmaker Initiate.
It still worse than Quilled Wolf from the Shadows over Innitrad format (and in a less aggro environment), but still a pretty solid playable.
Rate : 2.5
Elvish Visionary looks real sharp in Battlebond. Getting a body and a card for 1G is no joke. When use in multiples, they are going to act as glue for your deck and ensure you actually draw your best cards and provide you the time you need in order to cast them. No reason not put them into your deck unless you’re on the super aggressive train.
Outside of it not being playable in hard aggro, I think Elvish Visionary is very well positioned to be the best nonrare, nonmythic 2-drop in the set.
Rate : 3.5
This spider has some good defensive stats and does benefit from a useful keyword ability. However, I don’t particularly think it will impact the format that much. It, Omen Speaker and Kraken Hatchling are just there to make sure 2s aren’t going too crazy, too fast. Oh, and Kitesail Corsair certainly isn’t going to like this card.
Rate : 2.0
This guy is monster in this format. Pure cornerstone of a warrior! Since it’s a 3/3 for 2G, you shouldn't mind if its ability give a land to each player at all. All you want is to get your fixing going on, so all your splashy bomb spells can be cast on time. This is what this elf is about. If you’re just a little bit lucky, while you’ll be getting your precious 3rd type basic land, your opponents are just going to fetch for a random land for their (let’s say boring) 2 colors deck. This is how you should get advantage of Jungle Wayfinder in this format. Paired it with some Fertile Ground, Fertilid, Karametra’s Favor, Stadium Vendors and Veteran Explorer and you should have some fun.
In last, it's important to note that if you have multiples of Jungle Wayfinder in your deck, your teammate is probably going to be permitted to splash for a 3rd third color as well... without even playing green.
EDIT : That last part ended being pretty important at my prerelease event since I was permitted to play Grixis control as my teammmate was playing a RG stompy list featuring 2x Jungle Wayfinder (and has couple of Omen Speaker and a Reckless Scholar myself to help find my two red sources). Note that we never helped our opponents that much with the Jungle Wayfinder, since they all had regular allied color pair decks only. For our part, we were making sure I could play our red removals as well in the process.
Rate : 4.0
If I had to compare Hand of Silumgar and Daggerback Basilisk, I would say they are from a complete different world. Basically, the last one gets an extra point of toughness for 1 more mana, and lose the warrior tribe in the process. Pretty sad story. It still can trade with massive ground bomb so I won’t disregard it too much, but still.
I feel the green 3-drop slot could had receive more love from the R&D department. At least, there’s some juice in the multicolor section, which we’ll be looking at later on. Verdict: Just above the 1.5 rate.
Rate : 2.0
Another (kinda) Basilisk creature. Although, this one is quite good. Light Walker, Wandering Wolf, Daggerdrome Imp and even Kitesail Corsair are going to be happy alongside this pink lizard. While its own body is kind of weak (thanks to Eyeblight Assassin and Wrap in Flames), the +1/+1 counters it put right away on your (or teammate's) synergic creatures worth it. It should be serviceable in any Abzan colors iteration.
Rate : 2.5
So Garruk’s best friend is back. In a format where hang some offensive auras like Lightning Tallons and Unflinching Courage, you may think it could worth it and try to assemble a hexproof deck. In a Sealed format, be aware of the following risk though. If for example, you open one Primal Huntbeast and a bunch of auras, it could be critically dangerous to try to jam them all in and hope for the best. At the opposite, if you have, let’s say, three Beast and one Lightning Tallons, you’re probably gonna be reward at least a few times if you try to run them. With that said, don’t fall in the hexproof trap, please don’t. Unless you’re living the dream and have multiples of Beast, Unflinching Courage, Lightning Tallons, Battle Mastery and bunch of Elvish Visionary and Jungle Wayfinder to glue it together (and even then), I don’t see how it can turn good for you.
About the card itself, when it is on its own, I would say it’s a filler at best. In fact, I don’t think hexproof means something on such a poor body rate. Try to avoid them if possible.
EDIT : Someone in the comment section (thanks again by the way) brought the point that Primal Huntbeast could benefit from having few counters on. I had to admit, it looks tempting. Maybe I was missing something here, even though this creature seems a little high on curve to be a reliable counter's host. All in all, few counters producers in your deck should definitely help raise its value.
Rate : 2.0 in regular decks 2.5 in the GW decks
Creature that force bad blocks are generally good in Limited. Even more when their stats are the guideline of the format. Looking forward to slot some Charging Rhino into my green deck.
Rate : 2.5
Not having 7 power (like Primordial Wurm) could have been a huge deal with this card’s evaluation if the format was a usual 1v1 format, because in terms of clock it’s the difference 3 and 4 turns. In Battlebond, your team will benefit from having 30 life so it shouldn’t matter that much. I’d play one of these with no regret if my team didn’t have any other option. In fact, it’s not bad as the 23th card of your deck. I don’t think this scenario will happen very often though, since green card quality is so damn high.
Rate : 2.0
Two-Head 7/5 Beast with Trample? Is this a secret message to its player base? WotC trying to be funny, lol. With that said, I don’t think the card is particularly strong compare to blue and red biggest common assist creature. It’s fine and align well with the other ones, but I’m a bit disappointed by its powerlevel. I though green would have gotten the best one and by far. Still playable though. With the same metrics we used before, analyzing this as a splashable 7/5 trampler for 6 makes it look like a great deal.
Rate : 2.5
Another of the few classics in this set, Giant Growth. No need to teach anything here. This pump spell has such a good ratio +P/+T versus its cost that it’s clear how much of a blast it is. Any green deck should find at least one slot for a 1-of Giant Growth.
Rate : 3.5
I do think Fertile Ground has a safe spot into green success in Battlebond even without Arbor Elf at its side. There’s no shenanigan available (except for Seedborn Muse) in the set but just providing a cheap and easy way to fix your mana will (as always?) set green as the fondation for tons of 3-colors lists. Alongside with Jungle Wayfinder, Fertile Ground will make sure all you salty bomb get hit the board as you planed it.
EDIT : This ramping your teammate on turn 2 or turn 3 was an interaction I missed at first. It felt really powerful when I saw the opposing team I played against doing it.
Rate : 3.0
Shoulder to Shoulder is what Lead by Example is not. Yeah, the +1/+1 counter rate is superior on Lead by Example, but the fact that it creates card disadvantage is insurmountable in my opinion. Even if my deck was super heavy on the counters theme, I’d try to avoid this spell is much as I can. The instant speed gives it a little boost as a potential combat trick, but it’s still sketchy…
Rate : 1.0
Man, this card’s name… Oh my god. Whatever, card quality speaking, this spell if great. In fact, it looks like one of the strongest fight spell (with actually no fight involve) we’ve ever seen in Magic’s history. Rabid Bite was good. In fact, Rabid Bite was great, super great. I think Combo Attack (omg, I’m dying inside just saying it) is, considering it’s going to live in a 2v2 format, almost as great. The negative part of it is that your team absolutely need two creatures in order to simply cast the spell. So this being stuck in your hand might happen sometimes. However, the powerlevel of it when it does connect is enormous. Again, super push green card!
Rate : 4.0
Not really sure why Skyshroud Claim is in there. Since I doesn’t even fix your mana, I’ve the feeling it wasn’t needed. Certainly not needed for GW counters deck, but also not needed for the base green deck that want to ramp and splash for bombs. Maybe it’s for those who will open one of the few rares, mythics that cost 8 mana (Magmatic Force, Tidespout Tyrant or Archfiend of Despair). Or maybe it’s there to help deploy all your overcosted partners? I don’t know. With that said, I’m not optimistic about Skyshroud Claim in this format. Still an acceptable filler if your curve is high, but I’d rather just have a spell that actually affect the board.
Rate : 1.5
I guess green won’t have problems dealing with opposing Pacifism and Claustrophobia. I’m making jokes, but man this spell is real good in a 1-game-per-match format. It’s so versatile this it almost feel like a regular kill spell. On top of it, it’s castable at instant speed. Pretty nuts 1-of naturalize/plummet spell.
I just wanted to add this. Do not let this spell affect your evaluation of enchantment removals in this set. It’s just one, color-restricted, common spell on the whole bunch of spells out there. Don’t worry about it too much. Fact is, people tend to underestimate this kind of effect (especially in prerelease events) so you shouldn’t see a lot of Return to Earth this weekend. Don’t forget to put one into your deck though.
Rate : 3.0
Another nice ramping/fixing card for green, and this one has been brought back from Weatherlight with a brand new (sweet) art! I never played that card before (since I’m not really into EDH) but I found it so weird that it fast-forwards everyone two turn ahead.
This little scout soldier should no doubt bring some exciting gameplay experiences. Really intrigued about how it will do exactly. In any cases, I think it’s safe to predict that it’s going to have a pretty positive impact on its owner’s (and teammate’s) game since they’re going to be prepared for it.
Rate : 3.5
The guy is pretty simple and effective. The more warriors your team have in their decks, the more it becomes nuts. Insanely nuts! As long as your team runs 12+ warriors, I’ve absolutely no problem imagining this bear becoming 5/5 or 6/6 at a reasonable rhythm as you reach the mid to late game. Really busted Magic card!
Rate : 4.0
This seems like an okay playable. At first, it would be a 2/2 that can benefit from havint counter of it as it enters the battlefield. So it can gain Deathtouch with Soulblade Corrupter and can gain Flying and Vigilance with Steppe Glider. It can also grows Enduring Scalelord byt itself, just as I comes into play. Outside of this, it’s also decent on its own as another green ramp/fixing spell. Average scenario should looks like: Turn 3, you play it. Turn 4, you attack if able and sac it at the end step of the opposing team. Turn 5, you block something with it and sac it before the damage phase. A bit costly, but it proves itself to be a pretty okay pattern that creates card advantage and does make it desirable for most green deck. Average playable!
Note that you sometimes are going to keep him alive for a couple more turns if you have the GW counters theme going on.
Rate : 2.5
Since we already talked a bunch about its partner (that fit so well whit it), I won’t eternalize myself too much.
What is interesting about Ley Weaver is that it wants you pretty bad to chain into its partner in a specific order. Going Ley in Wore should feel great, but going Wore into Ley may give you a little too late feeling. Even if it would still be great, like previously discussed, Ley Weaver should, in ideal scenarios, hit the ground first. Then everything should come easily: Its partner, but also everything that is in your team’s hands. I would had prefer Ley Weaver to have great defensive stats, like Karametra’s Acolyte for example, but it’s still pretty playable.
Rate : 2.5 in regular decks 3.5 in the UG decks
I anticipate Hunted Humpus to be safe not playing. Despite a 6/6 for 3G looks strong, giving the opposing team potentially two free bombs a couple turns ahead looks atrocious (even if your teammate would also has the opportunity to drop something big). It’s too much random to be reliable and I don’t like casting spells that can make me lose the game. I’d rather look elsewhere to find my playables.
Rate : 1.5
As a Saddleback Lagac with different parameters (costing one more, having less power, more toughness and being a warrior), I see Soulblade Renewer as playable card at best. Even if my team was not playing black, I could myself lurking at it just a little bit, since it does bring your team (I mean the creatures on your board) to the next level. However, a 2/2 for 4G is unimpressive and should feel lackluster most of the time.
On the other hand, if your team has access to black, it takes a whole new dimension. Chaining Renewer into Corrupter or Corrupter into Renewer should feel good into most GB decks. Definitely worth inclusion at this point.
Rate : 1.5 in regular decks 3.5 in the GB decks
So there’s a beefy Hexproof creature in the format. Though to say if it’s going to be great since in is prior set, Battle for Zendikar, green was seen by a lot players as (completely) unplayable. So I think this Beast has been underplayed a lot since its initial release. However, I would say green being unplayable is certainly not a concern in Battlebond. In fact, I think green is the best color, alongside with black. For that reason, I think giving a shot to Plated Crusher is pretty safe. Expensive and green restricted, but still massive and powerful.
Rate : 2.5
FWIW, Feral Hydra was rated as rare in the Alara block. In here, as an uncommon that live in a world full of +1/+1 counters synergies, I don’t it looks pretty at its place. Also, the activated ability does feel Batlebond since every player would be able to activate it.
Most of the time, I’ll be looking to cast Feral Hydra on turn 3 or 5. In those two windows, it get decent stats and then can start growing up as the game progress or at least threatened to be in during combat phases. Later in the game, it should also be quite a joke to jam an 8/8 creature in, especially if you deck run a couple of Steppe Glider.
Rate : 4.0
Aim High was strong in Shadows over Innistrad since the format was filled with small efficient creatures. Battlebond will be less of a hostile, aggressive format and this should have a negative impact on the powerlevel of this card. Still payable though. Reaching threats is green’s way to deal with opposing flyer. Untapping as giving +2/+2 is also a sweet ratio and surprise effect (even against nonflying creatures) for Aim High.
Rate : 2.0
I think this aura isn’t the most effective ramp/fixing spell in this format, since it forces its caster to have a body out there it order to use it. It’s a tiny bit against the Player-A-is-control and Player-B-is-aggro concept and I don’t like it. At least it can target any creature (ideally one that belongs to your team, lol) so you can draw a card. I just doesn’t really get why it’s in here (and also as an uncommon card).
However, if you play more of a midrange bid brother deck (as the control deck of your duo), with Elvish Visionary, Jungle Wayfinder and stuff for example, then it may be become helpful. I’d try to avoid it is possible though.
Rate : 1.5
I would say Pulse of Murasa worth an inclusion as a 1-of in any green deck out there. Not being playable in multiples does affect its final rating, but it’s still an effective way to regrowth your best dead creature and slow down damage output. Note that your teammate’s creature cards may also be targeted by that spell, so there’s absolutely no problem putting it into the control deck of your team. In fact, I think it’s where it belongs.
Rate : 2.0
Is Beast Within good? Is Beast Within not good? This is the question. In my opinion, it’s somewhere in the middle. It’s good at killing opposing bomb creatures and planeswalkers at instant speed. On the other hand, it’s pretty bad at killing anything that cost 4 to 5 or less. At its defense, if you are willing to sacrifice it, it can also turn one of your land into a 3/3 flash creature. Overall, I wouldn’t say Beast Within doesn’t that bad in Battlebond.
Rate : 2.5
I’m skeptical about this card power. It want to looks a little bit like Overrun but I found myself having some problems identifying a cost that could be describe as efficient. Casting The Crowd Goes Wild for 2G would be like a pretty bad Shoulder to Shoulder. Casting it for 4G also concerns me, since I’m not 100% sure I going to have 4 creatures of the board very often. It also fells too much win more to me. And at the end, casting it for less more than those specific cost is unthinkable. After analyzing its scalability, I found The Crowd Goes Wild pretty meh and barely worth a passable rating. Designing it as an instant would have save the card, but as a sorcery, it’s just bad.
Another card that should bring every happiness. If your deck has no synergy going on, I think this dude is perfectly reasonable to fill your curve in the early game. Outside of premium (overall good) options (like Oreskos Explorer, Kitesail Corsair, Hand of Silumgar, Reckless Reveler and Elvish Visionary), I’d be looking at this guy if I was in that position. It’s just boring, generic playable.
Rate : 2.0
This artifact wall creature is another cheap 0/4 body to add to this format. Having reach and being colorless is a nice bonus when compared to Kraken Hatchling. Nothing wrong (nothing too fancy either) with this defensive creature.
Rate : 2.0
It seems like R&D wanted to make sure everyone has access to reliable defensive creatures in this format by making so much colorless ones in addition to those in each color pie. I had to say this one looks like it’s among the best out there though, since it’s colorless and able to attack while not committing yourself defensively. Getting a Yatian Warrior would have been sweet, lol.
Rate : 2.5
I’m not making any mistake by stating the creature is bad. I don’t understand it in terms of design point of view (what’s the point with each combat, I don’t get it), neither in terms of utility in the format. The guy is originally from Kaladesh block and I do have played Kaladesh Limited. But I haven’t touch Aether Revolt, so maybe there’s something I’m missing here. With that said, I’d be pretty shock if I see a lot of those construct creatures hanging around this weekend. Borderline unplayable.
Rate : 1.0
A simple 3/3 for 4 is not what I’m looking for in this format. Gaining 3 life as an entering the battlefield bonus isn’t quite appealing either on this type of body. Easy pass.
Rate : 1.0
As for Peace Strider, isn’t quite appealing. At least, it does feel like it could belong into aggressive lists. For that reason, I could see someone having interest for it assuming his deck is in the RB super aggressive warrior scheme. Outside of this, it’s another easy pass.
Rate : 1.5
Millennial Gargoyle looks serviceable in this set. Note that it seems especially welcome in the blue decks since they clearly lack in 4s and ways to deal combat damage in the mid game. It should be also decent in GW since it’s another accessible flyer that color pair is permitted to put counters on. Safe payable here. I may be over generous on the rating here, but I found its versatility among color pairs interesting.
Rate : 2.5
Another decent artifact creature here. 4/4 for 5 mana with no ability aren’t close to anything I’d call busted, but since 4/4 seems to be the critical line between creatures pilling up on the board and creatures starting to attack, I think Stone Golem is a fine filler for your deck. Unfortunately, it hasn’t ages as good as Earth Elemental, but it’s still potent during most combat phases.
Be aware of it being artifact is pure downside in this format, since naturalize effect and Reckless Reveler are going to out tempo you sometimes and that there isn’t any artifact theme going on like it is in Dominaria (with the historic matter) for example.
Rate : 2.0
This last one is too big, too late. An overcosted 5/7 vanilla creature isn’t going to get you anywhere unless the opposing team is already losing by themselves. I’m sure there’s better things to do with 7 mana in Battlebond. You should look elsewhere to close your deck.
Rate : 1.0
The first Tyrant’s Machine in my deck has a pretty good rating. The second one? Much more worse. The activated ability cost a lot and, in fact, restricts its owner capacity to use it. For that reason, the second copy you’ll draw will very often (at least until the very late game) be useless. So I’ll share my rate, but consider it has been trim down a bit due to that restriction, because otherwise, it would have been higher (I’d say 3.0 to 3.5).
Rate : 2.5
I’m not pretty high on mana rocks that cost 3 or more unless they produce more than one mana. The scry part is trying to compensate for it, but doesn’t contribute enough in my opinion. So unless your deck is really stack with high curve and you lack of ways to get to them, try to stay away from Seer’s Lantern. Only giving colorless mana is also not negligeable as a downside.
Rate : 1.5
Listen to Louis-Scott Vargas, always play Juggernaut. Even there’s only a few Wall in the set. Always. Regardless of what your deck is about. I would back this statement all day since Juggernaut generates such a good damage output and with a bunch of costlier creatures.
Rate : 3.5
This chimera, all the way back from Journey into Nyx, is a monster of a threat. There’s very few creatures that can compete with those evasive stats, at this rate, in the common and uncommon sections. In fact, there’s only Nimbus Champion and the few dragons (among which only Noxious Dragon and Lara-Field Overlord are one color creature) that are on part with it. Angel of Retribution does eats for diner, but does cost an extra mana. Pretty good win condition for any kind of decks. Like it, love it, play it.
Rate : 3.5
I don’t really understand how this card is going to shape in this format. My initial thought tends to see it as a card that help everyone, but not in the same way as Jungle Wayfinder or Veteran Explorer for example. In fact, you have very few control on how it will turn out once you cast it, so it could be risky in some scenarios. If your team is going to cast more creatures in this specific game, then you get out of this as the winner. In counterpart, if for some reasons (that should be mostly due to random factors) you and your teammate end up having less creature to cast, then the opposing team is going to take the deal. And all this because of your card. Seems pretty risky to me. It may be possible that the counters theme can shake this up, but still, I think I will stay away from this one.
I haven’t play Mirrodin Limited, so maybe I’m wrong on this. So please tell us your experiences with the card if you have so we can all (I mean most of us) learn something. My feeling is that Genesis Chamber is more of a combo card that wants to abuse creatures ETB more than something you would want in a regular Limited deck. Like I said, maybe I’m wrong.
Rate : 1.0
I feel like I talked about Culling Dais a lot in this review, but that doesn’t necessarily means it’s great. In fact, I think it isn’t even good if you haven’t tons of Doomed Traveler, Doomed Dissenter, Enthralling Victor or Riptide Crab. I guess you’ll sometimes going to need another 2s for your deck and Culling Days can still get the job done of a decent 1-of. Nothing more than a filler in most deck though, so it end up with a borderline rate.
Note that it could be interesting to try it out with Genesis Chamber, though I’d be scared how much I’m actually helping the opposing team while trying to draw additional cards.
Rate : 2.0
Like I mentioned into Seer’s Lantern review, I’m not quite a fan of mana rock that cost 3 and produce2 minimal amount of mana to ramp. This one, as the opposite of the lantern, does fix your mana though. Not really sold by this fact though. I think the scry part is even better in this format. All in all, Spectral Searchlight and Seer’s Lantern are pretty interchangeable.
By the way, I found it quite funny that this card is one the few that actually care about helping other players than you and that isn’t an original Battlebond card.
This crab is fine. It’s not bad on its own and is able to create card advantage with Culling Days. And having Vigilance does provide him a decent defensive body. Not the best among multicolor commons, but still a passable card to put into one of your deck since it replaces itself. It’s just nothing special.
Rate : 2.0
I’m high on this flying specter (yeah, I know it’s a drake, but look at the art!). Spending 3 mana for those flying stats, even with the small downside of being force to attack every turn, should feel rewarding every single time. My only disappointment is that, since Urborg Drake being restricted to the UB color pair, you shouldn’t normally be permitted to boost it up whit some +1/+1 counters. However, Urborg should be proud of this one. Invasion uncommons were strong!
Rate : 3.0
Is Auger Spree the best common in the set? It’s possible. I’m not giving it a 5.0 rate since it’s restricted to RB, but maybe I should be. Anyhow, it’s certainly a 4.5+. Be aware that this is spell is powerful, damn powerful. It kills about 85% (if not even more) of the format’s creatures at instant speed and can also act as a pseudo burn spell, to cast before the damage phase, if one of your creature is unblock and threatening to be lethal with those additional temporary points of power. Really glad to see this brought back again to influence and help define a nice Limited format.
Rate : 4.5
Statistically speaking, this guy is no joke. I would be looking forward to play bunch of these rhinos in my Limited Sealed deck if I was permitted to. Not really know what is exactly RG main focus though, except being big and strong (which in fact, as I looking through the set, may be just this). Still, solid warrior playable!
Rate : 3.0
Centaur Healer is exactly what you need in this format. Decent stats in order to block the 2/X and trade with the X/3 of this format, an entering the battlefield triggered ability that is well rounded for the cost and a way to slow down opposing waves. Don’t think I will ever cut one of these from my GW decks.
Rate : 3.5
In progress...
A decent defensive (and aggressive?) creature. I don’t remember playing this sphinx in Return to Ravnica so I don’t really have any bases of evaluation for this one. I do anticipate it’s going to be okay since there’s no doubt 5 flying toughness is helpful in this format with all 4/4 flyer haging around. The attacking creature trigger is a nice bonus since it has Vigilance and isn’t commit yourself defensively when going into combat. However, there’s a few multicolor commons I like more that it, so it’s no big deal. Just a decent playable that can become good if you have a couple of cheap flying creatures.
Rate : 2.5
This is not the best one they’ve brought from Alara block. The lack of instant speed hurts and when compared to Painful Lessons (which is only a common by the way) or Opportunity, Kiss of the Amesha looks grossly underpowered. I think it’s still serviceable (at best) in some decks since it represents card advantage, though it’s not high on my list at all.
Rate : 1.5
This horror is a monster of a spell. This one, I do remember playing in Limited RTR/GTC/DGM and MM17 as well. Having the critical 4/4 stats is big here, but its ability is a huge part of its unique power. Bouncing any permanent looks great here and when almost every player at the table starting to get hellbent, he becomes pure gas. It just need a little bit of timing and patience. Creatures that can vindicate something as it ETB are dope!
Rate : 4.0
Another bomby assist creature. This one doesn’t look as good as Lava-Field Overlord, but is still great anyway. Getting back a key piece of removal or a threat that has been dealt previously is huge on such a proactive body. Just think of how good is Ghitu Chronicler in Dominaria at the moment and you will understand Vampire Charmseeker’s power. Although I feel blue lack a little bit in terms of interesting noncreature targets, black should provide you plenty.
FWIW, if you’re lucky enough to pull some of the rare nonbasic lands or have an teammate that provide you some extra basic lands (thanks to Jungle Wayfinder), I think this card has a super high potential in a Grixis control shell.
Rate : 4.5
Rushblade Commander seems super push, since in the right warrior deck, it’s going to be a real nightmare, providing haste to even warriors your teammate control. As a regular 2/2 haste creature, it’s going to be much more reasonable though. Its power will really depend on the content of your pool. So it’s certainly the kind of card that deserve two separate ratings.
In order to worth the second rating, I think your team need 15+ warrior. Otherwise, its ability (affecting other creatures) could become flavour text pretty often.
Rate : 2.5 in regular decks 4.5 in warrior decks
This azra warrior has a never seen before design. For this reason, I think it’s pretty hard to evaluate. At first, I would say it’s great, since it has the power to generate repetitive card advantage, has real potent stats on its own and tribal matters as well. On the other, instant speed removals can backlash its owner pretty hard. If I was about to use its discard ability as if it was a simple looting ability, I would make sure my opponents are either tapped out or low in cards. I could also see myself discard extra lands without thinking too much about it. Just be careful if you try to discard actual spells with Azra Oddsmaker.
Also, note that you'll need some evasive creatures in order to abuse its ability to its full 4.0 rating potential. Daggerdrome Imp and Screeching Buzzard should love to play with this card.
Rate : 4.0
Another 3/3 for 3 creature in the multicolor section. They seems all over the place! Since the first we saw, they ended up being all good and this one is no exception. As a 3s warrior with a pump ability, Relentless Hunter looks fine. While the ability is bit costly, the threat of activation should by itself do the trick in the early stage of the game. Not the best uncommon one out there, but still a fine playable and another warrior for your army.
Rate : 3.0
This dragon is pretty sweet. I want to live the dream and kill my opponents with it and Blaze. Other than that, Savage Ventmaw seems solid as well. It represents a must answer threat most of the time and can help unloading a hand full of expensive spells. In a regular format, you will normally reach a stage where the mana ability doesn’t help you anymore. However, in Battlebond, the extra mana can also be used to support your teammate into casting his Assist spells. In my opinion, it’s a pretty fun bonus on an already good card.
Rate : 3.5
I would give Unflinching Courage a pretty good rate in this format even it certainly won’t be as good as it was in Invasion (when it was called Armadillo Cloak) on the other hand, it should anyhow found its way into a bunch of decks since it’s so good at turning almost every creature into veritable monster and some other into nightmarish road to defeat for your opponent(s) when unanswered. With Primal Hunbeast and Plated Crusher, there’s also a chance you can live the dream a having big hexproof, trample, lifelink creature that simply just can’t be answered.
Just be aware that it can be risky casting it if there’s a couple of open lands and cards in hand on the other side of the table. However, when you at least connect one time with your enchant creature, it should mitigate a good portion of Unflinching Courage possible 2 for 1 drawback.
Rate : 4.0
Another one of the counters pay off spells in this set. As any other 4/4 flyer in the format, it’s simply statistically good. Its ability in counterpart is not as great as other cream options like Nimbus Champion for example (what is as great as Nimbus Champion anyway?). However, I do think this ability should be relevant in most games Enduring Scalelord will be involve in. I think this is true since GW is so good at putting counters while just playing a simple, normal game of Magic. In my opinion, this should ensure Enduring Scalelord will be on par with Savage Ventmaw.
Hey, awesome review so far. I did have a couple of ideas i wanted to bounce off you.
It seems like strategy-wise, there are a lot of rares in the set that will steer people towards the GW +1/+1 counters archetype. You were down on a couple of creatures i really like for that strategy, Plated Crusher and Primal Huntbeast. I absolutely agree that outside of a single Unflinching Courage, auras/equipment are NOT the way to go here. But if the GW counter strategy is strong, wouldnt putting those counters onto a hexproof threat be solid for the late-game? even the 3 green pips wouldnt be too hard with the abundance of green nerds that let you fetch lands, most of which come in untapped btw (try to take advantage of that).
I also like Huddle Up, depending on how you pair up your colors. UB has really the only reliable draw. If one partner is running a combo without 1 of those two colors, it could help with the draw they need.
There are only 2 sweepers in the set, both at rare. Heaps of spot removal. I am thinking that playing a GW counters deck alongside a RB warriors deck, and putting the best removal in each might be a very strong creature-heavy strategy. Of course, it all depends on what rares we luck into. I am curious to hear your thoughts on best color combos, and which of the 5 colors is the best to splash.
First, thanks for taking the time to create a account and comment! Really appreciated!
About the cards, I don't think Plated Crusher has been put in Battlebond with the counters theme in mind, at least not very much. Also, I didn't knew that I went as down on it since I kind like the card in the format. A 2.0 rate is a fine playable, so a 2.5 is good. I'll reread myself just to make sure my review respects my personnal evaluation of the card.
As for Primalhunt Beast, you're right! I think it's worth to mention that it get better in the GW deck. I missed it. Good point.
In last, about the best color combinations in the set, I was precisely planning to do it after the Multicolor review. Let's see if I'll have enough time to write it down before friday night. As a sample of it, I would say GB looks solid. It can also function well as a fundation for a great 3-colors deck (any combination, it depend on your bombs and removals). UB seems good as a pure control deck, but I think it can lack in removal spells is your black pool isn't loaded. For that reason, I quite like BR as the best control shell. It has lot of removals and they're all great. It's strange beacuse BR has also the necassary tools to build a hyper agressive deck.
Hey, great review. I think that this set looks great and I love your opinions on it. However, I think that you have a misunderstanding of the limited version of Battlebond. Under your review of the card Soul Snare you stated that players would have 12 packs, but that isn't the case. One team gets in total 6 packs, not 12.
This is the link from WOTC about the Battlebond limited environment https://wpn.wizards.com/en/products/battlebond
First, thanks for taking the time to create an account and comment of the review!
About what you said, wow... I wasn't aware of this fact. I litterally just assume they were going to do as same as always. For example, I just 3-0'd a Dominaria THG prerelease event in which my teammate and I opened up 12 packs of cards. 6 packs for 2 players seems wrong... Kind of dissapointed by this fact.
EDIT : From what I heard, it seems like there's going to be some shenanigans among pack contents to facilite deckbuilding. For example, a pack could be loaded with GW counters theme cards, while another one could be loaded with RB warrior theme cards. This could dramatically change the creativity among archetype deisgn. I'm really intrigued about this. And fearer at the same time... I don't want WotC to build (not literally, but you know what I mean) decks for my team. I want space for creativity and imagination. It if they actually manipulate the booster packs, it's almost like they're just giving you a random preconstructed deck. I trully hope I'm exaggerating. However, it shouldn't affect most of my card evaluations since I took the time to analyze each one individually and only then try to put them into possible scenarios (which most of them consider ally color pairs anyway). GB may not be such a thing though. It's sad, since I really think it would have been the best color combination in a regular 8 to 12 packs THG Sealed format.
On top of that, I'm also worried about the traditionnal Player-A-is-control and Player-b-is-aggro strategy.
I think Jelenn Sphinx is really good in any creature based strategy. As a flyer with high toughness, it should be able to attack freely AND can provide defense. It seems great in that grindy late game scenario where teams are at board stall or parity. There are a couple of haste enablers that could make this a spicy play the turn it comes down. Thats probably best case scenario though. I wouldn't play more than 1.
Whee, fun, I love set reviews. Surprised LR hasn't put up an episode about it.
Anyway, quibbles!
I think generally you overrated mediocre ground creatures. In my experience playing 2hg, 2-drops can sometimes be necessary but are often dead weight because the ground becomes a board stall very easily. Cards like champion of arashin I would say are closer to a 1.0, and aurora champion I would say is more like a 2.0. In 2hg those creatures will almost always get to attack exactly once.
angelic gift is a totally fine, solid playable imo. evasion is absolutely crucial, and it's easier to get this out of your hand when your ally can play a creature for you to attach it to. This basically turns a creature from being a fairly mediocre ground blocker to a must-answer threat without costing a card.
Probably a 2.0 or 2.5.
take up arms is still 3/3 for 5, and there aren't THAT many warrior synergies. It's playable but I'd taking pacifism over it 100% of the time. 2.0.
Fog bank has flying, and it's probably quite good, more of a 3.5+ imo. also it doesn't work well against tramplers - it only blocks 2 damage. But at least you don't lose the creature.
lore weaver is fine but it's not a 4.x, the tempo is just too slow the turn you play it to be a bomb. More of a 3 or 3.5 I'd say. Often the ability will never get activated and then it's just a wonky striped bear - and not even that, if you draw his other half first. If neither player is playing green I'd say this is very bad tbh. Also - being in UG is not a requirement at all. Ideally I think you want one person in UX and the other in GX, so you can cast them both the same turn.
nimbus champion is good but it's not tetzimoc ffs. Probably more like a 3.5-4.0.
sickle dancer is a 2.0, tops. These sorts of creatures are just bad in 2HG.
I think you're also kind of misevaluating assist. There's no reason why your ally couldn't pay all but the one-two colored mana in the cost, his mana is just as good as your mana. So just shaving off one mana is a weird way to evaluate them. Basically they're great when one player is flooding because they can help their ally who is trying to empty cards from their hand. It's more of a consistency thing than a discount thing.
msgma hellion is more like a 2.5. 4 toughness is not insignificant and board stalls are likely to make it worthless.
I suspect lightning talons will be at least a 2.0. Turning a 1/1 token into a not-insignificant threat - or a 1/1 flyer into a must-answer threat - is reasonable even if they have the removal. If my opponent uses his pacifism on my 1/1 I'm perfectly ok with that, even if I'm down half a card or whatever. With only 6 packs they'll run out of removal eventually.
battle-rattle shaman is going to be very annoying. It's basically bonesplitter than can hit allied creatures. As long as someone's got a flyer, it's a big problem. Easy 3.0+ for any deck.
boldwyr intimidator is a 5/5 for 7 with an ability that does nothing except when attacking and costs a ton of mana to get through for damage, all of which is for naught if he gets removed mid-combat and then you probably lose the game. 2.0 tops imo.
trumpet blast affects ALL attacking creatures, and could be a big swing with an all-out attack. I think it'll be at least a 2.5 and will lead to some major blowouts.
blood feud kinda sucks. Sure if they have 2 fat creatures that trade and you want to kill both, congrats, but more likely they'll have a 5/5 flyer and a 4/4 flyer and you get to kill the smaller one...for 6. 1.5 because sometimes it'll be great but more often I think it'll be a 6 mana mutiny. Ouch.
veteran explorer is a 1/1 with a symmetrical effect. Trash-tier 0.0. Maybe if you pull 6 in your sealed pool you do some crazy all-bombs deck, but it's uncommon so I doubt you'll ever hit critical mass.
Beast within a a 4.0+. Games of 2hg are not decided by 3/3 tokens in the late-game. This is an instant-speed answer to any bomb that turns it into a mostly-irrelevant creature token. Great card here.
urborg drake is a 2.5 tops. notice that you gave it a higher rating than phantom warrior, which is almost strictly better - warrior is completely unblockable and doesn't have to suicide-attack, or attack when you need a blocker, and it's one color instead of 2 (!!!). drake can block flying for 1 turn and it doesn't die to shock. Easy choice.
Thanks for taking the time to comment the review! About your last comment, I'm not planning on making the rare/mythic review before the PR event but maybe next week if I have enough time. We'll see!
About your re-rating, I have to say I kind of disagree on most of them, especially about Angelic Gift, Lore Weaver, Nimbus Champion, Painful Lessons and Veteran Explorer. This is totally fine though since, in fact, we all have the right to our own opinions . It's by sharing them that we all get better. Oh, and you're right, I've missed to correct interaction between Fog Bank and trample creatures, my bad. I'll correct this part.
FWIW, I think our opinions differ mostly because we haven't played THG with the same metrics. At least, this is what it looks like. Ground creature are still good in THG if your team build their decks right. It's a question of balance between aggro and control. Maybe it's going to be different in Battlebond since WotC decided we will only be given 6 packs per team... Normally in prerelease, we're used to have 12. And usual competive THG involves 8.
urborg drake is a 2.5 tops. notice that you gave it a higher rating than phantom warrior, which is almost strictly better - warrior is completely unblockable and doesn't have to suicide-attack, or attack when you need a blocker, and it's one color instead of 2 (!!!). drake can block flying for 1 turn and it doesn't die to shock. Easy choice.
I agree that I probably overated Urborg Drake in a hurry to finish the set. I think they're in fact quite similar, so both having 3.0 makes more sense.
My prerealese event is done and I'm pretty glad my teammate and I succed to execute the famous control-aggro structure. One of our decks UB, splash red for Auger Spree and Bathe in Dragonfire, while the other one was RG beaters (with Jungle Wayfinder, Rhox Brute, Savage Ventmaw and Lava-Field Overlord). In fact, red was so deep that we were able to split it (just a little) into two decks. We ended up 2-1-1, with 4th place in the tournament, and feeling pretty great about the decks.
Could have been better if we opened stronger rares, since the pool felt way above average in the common/uncommon section. The only difference between our final score and a 3-1-0 record was a greatly timed Negate (stopping a Return to the Earth) that let a flying Unflinchg Courage threat take away our winning window in the final turns. We ended up drawing that game because of that.
Felt good about the format as well! I'll be much more comfortable doing my color paired review with all the gameplay experience I saw today. I'll also in the same time take a little bit of time to talk about actual Battlebond seeded booster packs.
boldwyr intimidator is a 5/5 for 7 with an ability that does nothing except when attacking and costs a ton of mana to get through for damage, all of which is for naught if he gets removed mid-combat and then you probably lose the game. 2.0 tops imo.
At first, I kind of acknowledged your analysis of this card and welcomed it. However, a quick search among the set content made realise that, while as a general statement this is absolutely true, in Battlebond it isn’t actually a real problem.
In fact, there’s exactly 7 nonrare instant speed responses to this creature in the set, which among them 4 are uncommons. Those cards are Swords to Plowshares, Fumble, Gang Up and Beast Within. Among those 4 answers, I would say the only threatening one are StoP and BW. Gang Up will cost at least 6 mana in order to kill Boldwyr Intimidator, which is more readable. Fumble give you the opportunity to simply recast it post combat in order to put some defense back in the board. On turn 10+, this is an absolutely reasonable scenario in a warrior deck. Among the commons, there’s Rebuke, Call to Heel and Totally Lost. Call to Heel has the same problem as Fumble. About Rebuke, you can negate it by not attacking with Boldwyr Intimidator if you see some untapped plains on the other side of the table. The only real common concern then is Totally Lost (which cost 5 mana and is readable as well).
In conclusion, if you want to go all in with this coward killer, just keep an eye on your opponent’s mana. If there’s some white or blue mana up, you better wait before spending all your mana on cowards and attacking with everything you have. Also, I think that in general, going all in with Boldwyr Intimidator without thinking about consequences is just playing bad Magic.
For your information, from monday (June 4th) to friday (June 8th) this week, I'll be doing a quick review of the best rares in the set at a rhythm of one color per day. I won't touch the mythic because they do not matter that much in the format, but I think talking a little bit about the rares worth the time investment. For that reason, I'll rate what I think to be the best rares in Battlebond for each color pie and give you an idea of what you can actually do with them to maximize their potential in the format. This new review will appear in the main thread at the top of this page.
You are doing the Lord's work, nicely done man! I personally think it'd be helpful to review the partners as a pairing and see if they're worth it as well, since they're always together. Here's my hot take, adopting a scale from LSV:
5.0 - The best of the best; so good I would swap colors mid-draft to make sure my team can use these two!
4.0 - Extremely powerful, but not unbeatable. Eminently first-pickable, worth splashing for, and will often turn the tide.
3.0 - Will almost always make the cut, but not necessarily a windmill slam. I would pick these over most solid playables, but not over bombs or removal.
2.0 - Fine filler, but will sometimes get cut. I'll take 'em if I can, but it's not a priority.
1.0 - Bad filler. You hope to get these cards as 13th and 14th pick and maybe board them in.
0.0 - Literally unplayable.
Now, as a head's up on how I evaluated this I took a few things into consideration...
1. You almost always want to split up the partners, as this maximizes a high-synergy turn where your team can cast both and rewards staying in ally colors to take advantage of multicolored cards.
2. Partners should always be considered to have "when you cast this, your teammate (or occasionally you) draw a card", and in a stalemate heavy format that is not to be underestimated. Almost all of these are a 2.0 as a default, because the failrate is that you develop the board or eat an opposing removal spell while putting your comrade up a card in hand.
With all preamble done, here's my take, going down the list in the order they appear in MTGSally's spoiler. First, the LEGENDARY RARES AND MYTHICS:
Rowan Kenrith and Will Kenrith: 4.5 - the twins are as close to a 5.0 as I think exists in this format. If your team reaches turn 6 or even turn 8 and casts these two, it seems near-impossible to lose unless you were ridiculously behind. They break stalemates, protect themselves, sweep the table, and generate insane card and mana advantage. With them it's more a matter of "how do I lose" so my advise is to stay above 5 life so you don't get Shocked out after casting them, and if you can only save one save Will (card draw and sheeping opponents is slightly more powerful than all of Rowan's nonsense, especially since opponents will play around her -2 once they've seen her). Oh, and the ultimates are even more a trap here than normal, as it will be extremely challenging to draft a deck that can abuse them. It's all about the +2 and -2 with these two.
Regna, the Redeemer and Krav, the Unredeemed: 4.0 - They're close between a 4.0 and a 3.5 due to the fact that they actually play really awkwardly when split up, and the format doesn't really support them being run together in Orzhov. Let's be real though; Regna is almost playable by her lonesome even if we ignored Krav's gametext and her warriors. In a stalemate format a 4/4 flying that draws your teammate a card is preeettty good. Don't sleep on Krav either, as a great pro player once said "1: Sacrifice your dude" is good as a way to mess with removal and opposing targeting. Any lifegain or occasional generation of warriors and the power of Krav and his cards is all just gravy. Unlike the above two, you will want to draft with them in mind though - you'll want to make sure Krav gets a deck with sacrifice fodder, and any random lifegain you grab is real good for Regna. If your cards align perfectly these two will play like a 5.0, but given their splashability and individual power I think I'd roll the dice on them fairly often.
Zndrsplt, Eye of Wisdom and Okuan, Eye of Chaos - 3.0: On average, this is a 1/4 and a 3/3 (that attacks as a 6/6) that draw your team 1 card per turn which is perfectly cromulent. Zndrsplt again carries the team, as I'd very nearly pay 4U for a blocker that draws me and my homie cards in a vacuum. Occasionally the odds will be in your favor and Okuan will swing for like a billion damage (or 12) which is fun but not necessary, and I wouldn't go out of my way to draft cards to help him connect as it's more of a bonus than the point. Draft solid decks and let Zndrsplit bury the opposing team in card advantage. As is common, you really want to have one teammate be in black with these two for that sweeeeet Tavern Swindler synergy.
Virtus the Veiled and Gorm the Great - 2.0: At first I was all aboard the hype train for these two and day one I'd have given them a 4.0 and put them right behind the twins. How awesome is it to hit turn 5, fire off a removal spell, and smash for 16 DAMAGE!!!!!??!? And yeah, in Magical Christmas Land these two represent a high-power, quickly lethal paunch. But in this format, let's ask a different question - how often are you going to hit turn 5 and have your opponents have only 2 creatures on the battlefield that are unable to kill Gorm (or 3, with a removal/pump spell in the bank)? I'd imagine not very, and these two are fairly poorly stated for their CMCs otherwise. Honestly, if my opponent is in a place where Virtus can connect turn 4 or 5, you probably are in a position were just curving out with any creature was going to kill opponents too and with less risk. I think they're still worth including for the mind games, but I wouldn't go out of my way to do so.
Khorvath Brightflame and Sylvia Brightspear - 4.0: These two are fine, if not boring. A 2/2 double strike is good on curve, and a 3/4 Flying Haste is mediocre but acceptable. Drawing and synergizing with each other can make for a devastating turn 6 WOMBO COMBO (you get to hit for 10 hasty damage in the air), but I wouldn't pass my turn 3 or 4 to make it happen - feel free to run out Sylvia without the partner if you draw her early. As a fun note for drafting, these two mostly stand alone but there are actually a lot of dragons in the set, mostly at uncommon, so keep an eye open. There are exactly 0 knights in the set, so that bonus doesn't take.
Pir, Imaginative Rascal and Toothy, Imaginary Friend - 1.5; I am super underwhelmed with these guys for limited. Paying three for a 1/1 and four for a 1/1 that do nothing on the turn you play them feels like unacceptably poor tempo loss when facing two slavering foes. Yes, if you untap with Toothy twice while Pir's out you have a 5/5 that draws a ton, and it makes some cards (like Lead by Example and Feral Hydra) bonkers, but even with a perfect draft I worry you fall too far behind slamming these two. I'd be reluctant to run them even with my love of durdling.
And then the UNCOMMONS:
Blaring Captain and Blaring Recruiter: 4.0 - Captain is a kill-on-sight threat, as over a long game you will just win by cranking out repeated 1/1 dorks that attack as 2/2s thanks to Recruiter. The Warrior Tribal synergy puts these two over the top. The ability to both gum up the game AND have an inevitable win in your back pocket is very strong.
Chakram Retriever and Chakram Slinger: 2.0 - I was colder on them at first, but upon reflection in a stalemate heavy format these guys represent good inevitability and some possible other comboes. Goes up if you have some other good tap abilities for the doggo to retrieve, like a certain proud papa below...
Soulblade Corrupter and Soulblade Renewer: 2.0 - These two are fine, and it can definitely mess with an opponent if on turn five, you and your partners 3/3s are suddenly attacking as 4/4 deathtouches. Overall though, Corrupter is so mediocre and Renewer is so "just okay" that these aren't cards I'm going to first pick or run multiples of very often. Relief Captain the renewer ain't; they don't snowball as insanely if you curved out and they're completely awful if played onto an empty board.
Proud Mentor and Impetuous Protege: 3.5 - The mentor is great in this format, locking down big threats and opening up attack angles. That he draws your partner a Protege that might get to swing waaaaay above its weightclass in the lategame is gravy; mentor would be a 3.5 by his old self in this format.
Ley Weaver and Lore Weaver: 2.5 - 2/2s for 4 seem bad, but the format seems slow enough that I am in for the mana and card advantage these two provide long-term. They won't go in every deck (in particular, if you've drafted fairly aggressive G/x and U/x decks), but if you feel like your deck is going long and stalling out these give a fair amount of power and inevitability.
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Thanks for taking the time to comment and do a super sweet review as well! Really appreciated!
I have to say that it seems like I'm higher on Zndrsplt and Pir than you are, but for the rest, you're pretty on point! Overall, I beleive it was a super idea to do the partner's review aside! Good job man!
Thanks to everyone to have followed this thread from start to finish! It was a pleasure to share those infos with you! Also, don't hesitate to add your own intel to the thread! It will be 100% welcomed and appreciated!
Your ratings are pretty spot on, having played in release this weekend. My wife and I 3-0d with G/W beatdown and UBr fliers (red splash for Korvahth Brightflame and Najeela, the Blade Blossom). A few cards that I think warrant a second look up or down...
Pump: One card that overperformed for us was Silverchase Fox. I know, I know. But remember, 2HG is one-and-done which means you can't side stuff in, and there's a lot of extremely dangerous enchantments in the set including Pacifism, Claustrophobia, Unflinching Courage, and various rare build-around enchantments above and beyond that. Between killing Pacifisms, getting in for early damage, and blowing up a Angelic Chorus that along with Feral Hydra would have let our opponents stabilize, it was relevant and amazing every time we drew it.
Pump: Negate is also a lot like the Fox. The first one feels closer to a 2.5, as countering removal to protect evasive guys wins games and you also have insurance against randomly losing to the super twins. The second one is often too much, although strangely felt fine in our Grixis tempo deck.
Dump:Blaring Recruiter was underwhelimg and sat in hand every single match. Admittedly, we gambled and took it without its partner hoping to wheel the Rallier which we did not. Even so, we usually ended up feeling like any other creature available in G/W was a better option, and we had the fliers and dual Aurora Champions to close out games instead of durdling. I imagine it's still good, but probably closer to a 3.0.
I will admit that in my own personal ratings, you were right and I was wrong about counters synergy and Vampire Charmseeker. We had lots of games where drawing support cards would have made life much easier, and the Charmseeker is something I would have given a 2.0 to but it played like a 4.5 for sure and was GGs every time we cast it.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
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It seems like nobody's doing any Limited review of the most recent MTG set, Battlebond. I don't know if this has anything to do with the weirdness of the format itself (made for Two-Headed Giant only) or just because, to some people, the set looks boring (lot of reprints, synergies trying to shoot in every direction, lack of good arts, etc.). Anyway, since there isn't anywhere we can find a good pro-level review of the set, I decided to give a shot myself. So there it is : Battlebond Limited Review.
By friday June 1st, I'll be completing here (at least one per day) multiple thread replies that will include the review of all commons and uncommons of each color in the Battlebond set. Note that those reviews will reflect mainly an analytic point of view of a Limited Sealed format. Also, I'll grade every card from 0.0 to 5.0, like LSV use to do on his CF serie of articles. For my part, I won't be grading rares and mythics, so average rate should be higher than normal since I would consider the greatest commons and uncommons as possible 5/5.
Hope you'll be enjoying this!
PROGRESS OF THE REVIEW :
WHITE :
BLUE :
BLACK :
RED :
GREEN :
COLORLESS :
MULTICOLOR :
=> SET OVERVIEW IN PROGRESS :
I’ll do my overview if the set in two times. First, I’m going to rate every playable guilds. Afterward, I will talk about team combination.
Guilds rate :
If Battlebond booster packs were normally design (I mean, if there was no secret track printing shenanigans involve, which seems to be the case) I think I would had a pretty good idea of what are actually the best guilds and strategies in this format. Like I said though, it seems like WotC R&D crew have a surprise for us and that alone makes me really nervous to put out there my general overview of the set before actually play the set. I’ve no problem to evaluate individual cards, put trying to figure out what could be the best decks, while WotC is doing secrets stuff in backstage, is not something I don’t fell really confidant about.
For that reason, I’ll keep my overview of the set quite simple and I will only be analyzing briefly each on the ally guild, which in fact are the (only) ones WotC wants us to play. Otherwise, I would have said GB looks like the best one (like I previously mentioned in a thread reply just below). I just don’t know any more if we are going to be permitted to play enemy guild that much. For example, in order to ensure a 6 packs per team Sealed format is functional, a specific pack could be filled up with, let’s say, mostly GW cards counters theme and few neutral cards like removals, artifacts and stuff, while another specific packs could be loaded with mostly RB warriors theme card and bunch of other neutral stuff. We just don’t know. In the scenario, I found it quite hard to believe a strong GB deck could emerge. I sincerely hope I’m wrong. I do.
Anyhow, here’s my overview of all ally guilds in Battlebond:
Azorius WU :
This guild looks weird to me, since I’ve kind of fail to identify what it’s trying to do other that just defend and have big butt out there. I’ve notice that a warriors theme is going on a little bit, as is a flyers theme. However, I’ve fail to put my finger on the main focus. It also has few things that want to die in Doomed Traveler and Riptide Crab. Otherwise, I found the guild lacks in removals spells. It’s white half (even if it has some decent removals, and the best one in Sword to Plowshares), is not the deepest in the set in that matter, while its blue half is even least equipped.
All in all, I’ve conclude this guild does want a little of everything. It want to fly and put counter on its evasive creatures. It wants to lock the ground with beefy butt creature and kill what is problematic and can’t be handle by the board. It wants to gain life and draws cards. And if they want to, warriors are welcome in.
Overall, I found this guild fine, but not great. A deck with significant pieces of removal, some flyers, a couple of warriors, Nimbus Champion or good rare bomb should have no problem. But if it lacks one of those element, I think it can fail if not played at the perfection.
Grade :
C+
Dimir UB :
This guild looks sharp. While, it touches the warriors theme a bit, I think the main focus isn’t quite there at all. In fact, it prefers to outnumber their opponents in terms of pure card advantage and wants to kill what’s on board. Classic control strategy, you know.
The color pair have some bombs in its respective monocolor section as in its multicolor one, like Peregrine Drake, Spellweaver Duo, Inner Demon and Vampire Charmseeker. In the early stage of the game, it’s also equipped to manage board and sky, thanks to Fog Bank, Eyeblight Assassin and Last Gasp. Since it’s so well equip to deal with everything on board, I think this guild might want to win slowly with stuff that are difficult to deal with or either, when the time comes in the late game, end the game quick. Benthic Giant for example would be helpful for that first matter. In counterpart, the second pathway could benefit from a Juggernaut or two and few Fan Fanatic.
Overall, this guild seems great. Black lacks a little bit on nonrare, nonmythic hard finisher but I think the guild is so well rounded at not dying that a single bomb, some flyers and some of the previously mentioned creatures can get the job done easily.
Grade :
B
Rakdos BR :
This guild’s power is pretty closely linked to what exactly WotC is prepping in backstage. If the packs are heavily loaded in RB warrior synergy, more than in actual good well rounded spells, this color pair may turned out to be super aggressive, which is a good only if your teammate has decent ways to deal with opposite blockers. At the opposite of the spectrum, if you can get your hands on a couple of good RB kill spells and mid to large size threats, this color pair could turn out to be one of the best out there.
A pile full of Shock, Last Gasp, Bathe in Dragonfire, Assassinate, Liturgy of Blood and Auger Spree shouldn’t have any problem to deal with opposing creatures. There’s also lots of good midrange creatures to open in the guild, in Fan Favorite, Screeching Buzzard, Bull-Rush Bruiser and Earth Elemental. Add to this the uncommon bombs (AKA Lava-Field Overlord, Swarm of Bloodflies and Inner Demon) and you’re in some serious business.
This color pair seems to be split in half. There’s a part of it that wants to be attacking if you look at all the cheap warriors in the 2-drop and 3-drop sections. However, there’s also a significant portion of the guild that just want to be grinding out. I think the guild is devised, I would say, in about 40% of aggressive cards and 60% of control cards. For that reason, I think RB is a great way to start a good control strategy. Probably the best in this format. Although, there's a possibility that you ended up running a warrior aggro deck in those colors, which is much more finer than great.
Grade :
A-
Gruul RG :
The guild is another I had a pretty rough identify exactly what it wanted to do in Battlebond. To resume it the simple as possible, I would say it’s a stompy color pair. It wants to outclass opponent by raw power and toughness and wants to use the biggest creatures to its disposal to win the game in the mid stage of it, just before control actually turn the corners and stabilize.
Gruul is a color pair that wants to ramp and play stuff like Rhox Brute, Charging Binox, Magma Hellion and Plated Crusher. Also, note that one of its uncommon card, Savage Ventmaw, helps spitting them as fast as possible. The (almost) absence on wrath in the format also permit this deck to reach the next level. Combo Attack and Blaze are also premium removal for this archetype. FWIW, Blaze is also a pretty great win good as well. I’ve also identify Elvish Visionary and Battle Rampart to be key cheap commons for this deck. The elf makes sure the deck hits its land drops when needed and Battle Rampart give additional speed to the creature suit. Jungle Wayfinder and Fertile Ground are also welcome in any team that run one RG stompy deck (I mean even if it’s not in the actual RG list).
Overall, I would say this guild looks like the best one to pair with a good control. I think it is the case because it outclasses in terms of P/T any other ground creature strategies (even the GW counters one) and is the one with the fastest damage output. It’s also equipped to deal with flyer creature by having access to Return to the Earth and Aim High. This deck can also benefit for a little splash of white (thanks to Jungle Wayfinder and Fertile Ground) for spells like Unflinching Courage, Pacifism and Long Road Home.
Grade :
B+
Selesnya GW :
This guild is easiest of the bunch to analyze. Creatures in this color pair want to have counters on them so they can get bigger and benefit from additional ability or either reinforce the one they already have. Unlike the RB warrior, I found GW much more resilient and stable since it growths as the progress and has much more evasion.
This color pair wants stuff like Lightwalker, Wandering Wolf and Decorated Champion to start the game. Then, a couple of Aurora Champion and Shoulder to Shoulder are key to make it come together in the mid stage of the game. At the game progresses, Saddleback Lagac, Expedition Raptor and Giant Growth then become GW’s best friends. A pair of Jungle Wayfinder can also be useful to splash for something like Nimbus Champion. Note that the GW is not obligating to run to card itself. In fact, its teammate benefiting from Jungle Wayfinder will unlock the playability of the card on his side as well.
The key with this color pair though is the right teammate. In fact, it needs a really good control partner to find to exit quickly enough. In my opinion, BR is the best fit here. Card like Soulblade Corrupter, Warp in Flames and Battle Rampart will make the GW deck way, way more explosive. All the BR removal spells out there will also make sure the GW wennies deal enough damage to win the game at a reasonable rhythm. On the other, if GW is paired with something like UB, I don’t think it can reach the opposing team as much and is much likely to fail at initiating a sufficient damage output. This alone keeps the grade from the A range.
Grade :
B+
---
Archetypes wrap up :
The idea behind this wrap up was to talk about actual guild pairings and to see if none allied color pair decks could work in this format.
Let’s see what seems to be the best duos in Battlebond. To start, I think it’s important to say that Azorius is the worst color pair in this format. So it’s no doubt that none of the ideal duos actually contain any of the UW/XY versions. In fact, I think there’s only two guild pairs I would be looking at as I opened new sealed pools moving forward.
The first one would be the RG and UB mix. RG provide stats and speed, while UB provide massive card advantage (for itself or RG, which is super cool). What I like about the mix, is that RG seems to be one of the best creature guild period, since it can massively rule the ground and has nothing to be ashamed of with the sky as well. While RG provide the necessary pressure, UB in counterpart is well equipped to slow down the opposing team. Also, having access to stuff like negate and bounce spells gives the pair a tempo’ish aspect that matches well with the big threat bashing plan. In my opinion, it’s the toughest guild pair to stop.
The second best guild pair (that I would also described as the funniest) is GW and BR. GW is fast, has evasion and can develop a board that is able to compete with most midgame creatures. However, it needs support in order to close the game before it’s too late. It’s where BR comes in action. Stuff like Battle Rampart and Warp in Flames should help its weenies get through a loaded board and finish up the 30 life chunk. Same as the whole bunch of removal spells BR has access to. Stuff like Blaze and Magmatic Hellion can also provide the extra point of damages your team needs in order to win even if you opponents do stabilize.
Note that green is part of both most powerful duos in Battlebond. This fact is really important since I think it permits those guild pairs to splash for additional spicy cards. For example, my prerelease team was running RG and UBr decks. Since the RG did run 2x Jungle Wayfinder, splashing red was easy for the UB decks, that also happens to see a lot of card by itself (thanks to scrying and drawing). I also see a scenario in which our RG deck could have splash for the good white cards in our pool. We just didn’t noticed before the event ends. FWIW, if we add the redo it, I think it would have been the case. Unflinching Courage and Pacifism are just so good!
About the enemy color guild, I beleive overall you better stay in the ally color guilds, since they gave you access to powerful multicolor cards. However, I can see some scenarios in which playing, let’s say, a GB DEECK that splash white for its good white and GW cards could ended up being just fine. The question is then, what do you do with the rest of your pool?
Just one last final word on Battlebond booster packs. After seeing actual pack and box opening, I can say that pack content aren't apparently that much track print. The only noticeable thing we noted is that every single pack contains at least one artifact, mostly at the last spot of the pack (it was the case for like 95% of the pack I’ve seen). So I think the main reason why it isn’t that hard to build two 40 decks out of your sealed is the actual high number of decent playables in the set and the above average number of artifacts by pack (and in the set in general).
=> TOP RARES REVIEW UPCOMING :
W WHITE W
#3 : Together Forever
It was in fact quite hard to identify the third best white card is the set. After taking in consideration what white is primary trying to do, I’ve concluded that this card is Together Forever. This cheap enchantment does looks like a bad Lead by Example at first look. Support cards that don’t at least create card parity are bad, especially if they are sorcery speed. There’s no doubt about that. However, Together Forever have another line of text that is pretty important in this format. In fact TF provide a decent way to protect (at least) two of your best creatures in the mid to late game, as giving you to opportunity to reuse their ETB effect. For example, if you put a counter of Expedition Raptor with it, then if it happens to die, you will get a sweet little bonus out of it.
At top of that, if you deck is GW counters, Together Forever is going to be a veritable nightmare for your opponents, since it has the potential to protect almost every creatures in your deck as such a cheap cost.
#2 : Play of the Game
Play of the Game is, outside of Last One Standing that let one random creature behind, is the only pure sweeper in the format. If you open it you should play no matter what, even if your team is heavy in creatures. The reason why is that no one is going to be expecting it. Most games turn out to be grindy as hell and seem to encourage massive boardstall. This card will permit you to clean up a little in those situations. Sure, a couple of creature of your own will be exile in the process. However, if you opponents are committing themselves to take advantage of the board, you’ll be able to punish them hard.
The Assist ability also gives you the opportunity to just reset the board on turn 4 if the opposing teams is having a fast start while you and your teammate are doing something else like drawing cards or establishing ramp. This alone is a big part of this card evaluation.
At the end, I think Play of the Game could act as the foundation of a great UW Control deck, a deck that, in my opinion, need a little of help in that matter.
#1 : Sylvia Brightspear
This knight is crazy strong. While on its own it doesn’t feel so impressive, a 2/2 double strike for 2W isn’t something I would call bad. On the other side, being the Stoneforge Mystic of dragons with it’s partner ability does bring to the next level. In fact, tutor for a 3/4 flying, haste, double strike splashable creature is no joke and should win you the pretty fast if not answer. It’s without saying that there’s out there a couple of commons answers that don’t deal with it properly (any type of bounce effect, Last Gasp, Shock, Chain Lightning, etc.). Its dragon being haste does also help to negate sorcery speed responses a bit.
By turn 6, note that Sylvia Brightspear will have the time impress you. While it’s far from useless of its own, a cheap double strike body could benefit a lot from having few extra +1/+1 counters on. Also, this card just randomly gives double strike to all dragons on your side (and we knew that there’s a bunch of them in the set). This by the way makes a card like Dragon Hatchling suddenly looks less bad than expected.
Overall, I think Sylvia Brightspear is the best white rare in the set for two main reasons. 1) It’s one of the best cheap body out there, regardless of your deck being aggro or control. 2) It’s a card that provide you an early board presence and a great finisher at the same time.
U BLUE U
#3 : Tydespout Tyrant
Again, the third best position was though to identify. I kind of hesitate between this and Game Plan. At the end, Tydespout Tyrant won the match because it’s way less risky and random.
The big flyer is a limited powerhouse, that’s for sure. It has the stats to compete in this full-of-4/4-format and its ability can repeatedly deal with everything if you play it in a blue control deck. Even more, if you play this card in the good UB shell, I expect big things to happen. Chaining you Painful Lessons, Impulse, Huddle Up and Opportunity into more bouncing triggered should be fantastic in order to unlock a stacked board. FWIW, Tydespout Tyrant also let you recast stuff that has powerful entering the battlefield effect if needed. For example, if your teammate is playing some support cards, you can use it to continue growing stuff by repeatedly allow him to recast them and support its (or your) creatures all over again.
Another interesting part about Tidespout Tyrant is that it allows you save your best creature out there (or sometimes itself) by simply casting any instant spells you have in your hand while a removal is on the stack. This alone should discourage your opponent to try something while you have open mana and few cards in hand.
Overall, Tydespout Tyrant is one of the best finisher out there and I expect blue control decks to thrive power from it quite a bit.
#2 : Zndrsplt
What a card name that is. This homunculus is pretty sweet from what I can say. I’ve played it at my PR and I have to confess that I’ve been strongly impress by it, same as its partner (when they are both on the board). Sure, their respective effects are random, but having access to two tryouts helps mitigates this little downside. When both are unanswered for at least the turn they come into play, they will almost give you at least 3 for 1. One for Zndrsplt itself, two for Okaun and three for the (I’d say minimum one) card you’ll draw with Zndrsplt’s combat triggered ability. If they do manage to survive more than a turn, they then snowball real fast and get out of control. I’ve drawn like 6 to 7 cards with it in only few turns, while my mate was attacking with a must block 12/12 or 20/20 (I’ll explain why later on) creature every single combat phase until we won the game.
The fact that Zndrsplt also gives you acces to its partner is nice. I know all the partners in Battlebond work that way, but in this case, it seems like they work so great together. While, Okaun is decent on its own, Zndrsplt is exactly the kind of effect you should be looking for in a grindy format like this. But Okaun also benefits from a lot of cards in Battlebond. For example, Battle-Rattle Shama, Unflinching Courage and support cards works nicely with it, since the additional boost it has up front growths exponentially when a winning flip triggered.
Okaun is not among the best red card in the set, but all in all, Zndrsplt’s ability to provide ton of card advantage does make one of the best blue card for sure. Yeah, I know, it has an unimpressive body. However, this 4th point toughness is better than it actually looks since it protects him against a couple of removal in this format. Also, since its ability doesn’t require it to attack or block, stuff like Pacifism and Claustrophobia doesn’t really affect its reliability.
#1 : Myctic Confluence
I presume some of you have never play Mystic Confluence since it is Legacy, Vintage, EDH and Cube material only. But man, for those of you who haven’t, you need to know that this card is bunker. Simply bunker. And I can’t even imagine how much this is true in a limited grindy format like Battlebond when in fact Mystic Confluence is among the best blue cards in Cube environment, period.
All modes on this card are great. You want to mana leak something and draw two cards in the process? It’s done. You want to use a partial one-sided Evacuation and kill you opponents right way? It’s done. You want to save a creature you have from a removal spell, bounce a dangerous threat and draw a card? It’s all done. Even drawing three cards with this spell cannot feel bad in this format. For those who haven’t figure it out yet, Mystic Confluence is never dead. Never.
Blue having access to this particular tool scares me a bit since you never know what to except when you see a lot of untapped islands of the other side of the table. Sure this is a rare you shouldn’t be facing often. But just being in the format is enough to scare me. Let’s face it, this card is a monster to play against (regardless of what you’re playing) and it should most of time ruin your pathway to victory when you see it on the stack not in your team’s control. Seeing an opponent get it back with Vampire Charmseeker should feel really, really bad. You’re in fact better be the one who have it in its deck.
B BLACK B
#3: Thrilling Encore
The new black instant spell needs a bit of set up but is quite strong at getting board’s advantage. Let’s say you and your teammate have a bunch of 2s, 3s and 4s on the battlefield. Same for the opposing team. In that scenario, Thrilling Encore ensures will end up being the winner after the tough blocking or attacking phase, especially if this phase involves multiple kill or combat trick spells. In fact, it’s an almost guaranteed X for 1 spells if well played.
Thrilling Encore being among the best black rare cards tells a lot on the poor depth of the color in that matter, since I’m not even sure if I like more than some of the color commons. So I guess WotC made it this way in order to balance the fact that black has by far the best commons in the set.
Overall, even though this spell is full of flavour, it’s not one of the rare I would chase or first pick very often. It’s still serviceable and pickable at 3rd (card #5 and #6), but nothing more than that unless the pack is pretty weak. In fact, I believe Last Gasp, Assassinate, Liturgy of Blood, Screeching Buzzard and even Painful Lessons are all better 1st pick option that Thrilling Encore.
#2: Virtus’s Maneuver
I know this spell choice wouldn’t be unanimous, but man this card average-to-best scenario is powerful! In fact, Virtus’s Maneuver is actual 4 for 1. The only downside to it is that it needs a specific window in order to maximise its potential. First, you and your teammate both need a creature in your yard. Also, both of your opponents must have at least a creature on their respective board.
It’s important to note that the power of the sacrifice part of Virtus’s Maneuver is as well massively influenced by the quality of creatures it can axe. If for example your opponent sacrifice two unimpressive 2s into it, maybe you aren’t getting the best out of it. On the other hand, if one your opponent owns a 3s and a 4s, while your other one owns a 5-6 mana finisher, whatever your team actually brings back from the graveyard will end up in an astronomical tempo swing in your favor.
There’s a bunch of friend and foe cards in Battlebond but I believe this one is the best of them, and by a significant margin.
#1: Mindblade Render
I do believe this little warrior creature is one of the most oppressive nonmythic card in the set. Its base stats are okay and can serve your team well defensively. With that said, when combine to the right warriors, it can turn into a devastating card advantage engine. For example, if you are on the play and have a Mindblade Render while you mate owns a Phantom Warrior and Blood-Rush Minotaur, your team will benefit from an unstoppable train of card advantage until Mindblade Render (a card that only cost 2 mana) is answered.
I also like the fact that the loss of life on this card is also minimal in Battelbond since it’s unlikely to matter that much. First, the format is slow. Second, you have a safe 30 life spare!
All in all, Mindblade Render seems like a pretty great cornerstone of the warrior archetype in Battlebond and I'd snap it as a first pick anytime and would never cut it from a black sealed deck. Even, if your sealed decks (because in fact this card looks at all the warriors in both teammates' deck) are a bit low in warriors, if you can at least draw a card out of it, Mindblade Render would have done its job. Anything more than that is pure bananas!
R RED R
#3: Khorvath Brightflame
We already talked a bit about this card and we know it’s less good than its partner. Still, I believe it’s good enough to get a safe spot in red’s top 3. Let’s talk about the main reason why it isn’t as good as its partner. When Khorvath enters the battlefield on turn 6, then your mate absolutely need to cast Sylvia Brightspear right away so the combination can represent a damage output closer to a scenario in which this last one had enter the battlefield first. So it kind of force your mate to underuse (potentially) its manabase for one turn. Also, Sylvia has an ability that is relevant with other cards in the set, while Khorvath’s ability doesn’t affect anything else than its partner. However, this splashable dragon is still good enough for this format.
Overall, as a 3/4 flying, haste creature that tutors for a 2/2 double strike as ETB, Korvath represents a decent rare in Battlebond. It’s just sad for it that there is so much 4/4 flyers in this set. Those not even being rare means they will be floating around in almost every games and prevent Khorvath from attacking without Sylvia. With Sylvia in play, Khorvath will be able to at least trade with them, which isn’t that bad considering the potential damage output this duo is capable of when not facing other 4/4 flyers.
#2: Magmatic Force
Magmatic Force looks like a pretty solid red finisher. Its ability not even being restricted to your team’s upkeep means it actually represents a 6 damage per turn clock. This look quite strong! As a 7/7 creature, note that it’s also one of the bigger creature in the format. So this means it’s not bad at blocking either. The ability being able to target creature and planeswalker is also a cool bonus to add to an already sweet card. Sometimes, the 3 damage won’t be enough to deal with a creature immediately. However, if you really need it, it can handicap a creature and discourage its controller to attack your team with it.
I never played it in Commander, but I believe this elemental can really shine if paired with a blue mage teammate in Battlebond. In fact, some blue cards can suddenly look a little more appealing when you know Magmatic Force is at the end of your curve, since few countermagic and bounce spells can ensure its protection while it heavily pings the opposing team and eventually wins the game for you.
If you open this rare, I strongly suggest to found a way for you team to play red. If you get to it, this monster should reward you pretty nicely, even if it lives only a couple of turns.
#1: Stolen Strategy
Stolen Strategy feels almost like a red Phyrexian Arena in this format. Yeah, it does cost more mana, its effect can whiff (if exiling a land for example), but in counterpart, you get two activations a turn and can remove powerful spells from your opposing libraries in the process. That is not to be neglected.
With just a little bit a luck, this card should turn into massive card advantage. Also, not being easy to interact with is a crucial part in this card’s evaluation. And it goes without saying that a single Disenchant effect in your team’s decks sometimes won’t be enough to deal with it since, most of the time, Stolen Strategy would have snowballed too much already before you get to destroy it or, even worst, would have exile it during one of its upkeep trigerred.
Even if Stolen Strategy has a random effect and is unable to use lands it exiles to your benefit, I think its presence in your sealed pool does indicate that you have a serious shot at creating a great red based control deck. Also, considering the higher number of average playables in Battlebond, its effect should be welcome regardless the archetype you’re playing against.
G GREEN G
#3 Pir, Imaginative Rascal :
This is another one that won’t be unanimous. With that said, I believe Pir is great. The body sure seems underwhelming but that ability is no joke a GW counters deck, especially if you drafted it and that your deck is full of counters synergies.
The ETB effect that seek for its imaginary friend is also quite a powerful ability is you or your mate does actually play blue. I like the fact that Pir into Toothy fits into the right well helps to raise Pir value in my opinion. And going turn 3 Pir in order to set up a turn 4 Toothy (cast by your mate) and Saddleback Lagac (cast by you) seems insanely good. Should to Shoulder is card that can also raise the value of a turn 3 Pir.
I would say that Pir isn’t made for every green though. So for this reason only, I have to keep it from raising too much into the green top rares. However, I expect big things from this none warrior human creature (Yeah I know, it’s sad that it doesn’t have the warrior tribe…).
#2 Vigor :
This monster seems super great in the GW counters deck and great in general. I don’t think you ever cut this from your green deck in fact, even if it’s a little bit green heavy for you mana. Vigor has evasion, a useful dying triggered and a tough to deal with ability that shields all your other creatures.
Being a 6/6 also put Vigor in a great spot in this format full of 4/4, X/5 and 5/X creatures. In most cases, it should dominate the ground, no problems. In fact, there’s very few creatures in the set that can fight one on one with it without dying after damage resolution and very few removal spells that can get rid of it without special shenanigans involve.
At the end, I see Vigor as a great midrange finisher that has all it takes to be the second best green rare in Battlebond. Still, I expect it to be better in sealed than in draft.
#1 Generous Patron :
This support enabler is definitely sweet. What I like about it is the fact that it is scalable. It’s either a 1/4 that draws you 2 cards with the downside of growing the opposing team, a 1/4 that draw you 2 cards while supporting your mate's creature (like the flavour here), a 1/4 that growths your own team, just a simple 1/4 if you want it or something in the middle. In my opinion, the second mode is the more appealing overall, but I supposed a good GW support deck can also benefit quite a lot from the third one. But looking at the first, I cannot convince myself a Divination on a stick is bad. I just can’t.
There’s also a couple of scenarios in which this creature can ended up just be a 1/4 for 2G. I suppose it can happen. But, in most cases, you should at least be able to put a +1/+1 counter on a teammate's or enemy's creature and draw one or two card out of it without exposing yourself to die right away or boosting a evasive creature you don’t have the kill spell to deal with. Thanks to Generous Patron defensive body.
Also, it worth to mention that Generous Patron could snowball in card advantage in a deck that run the (or at least a part of it) GW support package. Casting an Expedition Raptor late in the game when the counters put on opposing creatures won’t matter should feel pretty great. Ever more if you put the counters on some of your buddy's creatures. Also, even if I don’t’ really think it could materialises itself very often in sealed (maybe more in draft), the interaction with Gwafa Hazid is cute.
With that said, Generous Patron being as good in offense as in defense makes it one of the top green rare in the set. No doubt about that.
PS : For those who doesn't like the set, please no hate. I know the set isn't universally acclaimed, but please respect folks who are in fact interested by its gameplay perspectives. Thanks.
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Doomed Traveler was good in Innistrad and I don’t think it would be any different in Battlebond. My only concerns is that there isn’t any real sacrifice theme in the set (outside of few rares like Diabolic Intent and Krav, the Unredeemed, as few uncos like Slum Reaper, Morbid Curiosity and Culling Dais), so you won’t be able to sac him for value very often like we use to in Innistrad.
Otherwise, the Traveler is still a good blocker and the token it produces would enjoy your support cards, so it will be potent for the GW counters deck once it dies.
Rate :
2.0 for regular decks
2.5 for the GW decks
I doubt this fox will have a huge impact in the format. Two drops tend to be less valuable in THG in general and this one clearly lacks of useful abilities. In fact, its ability to destroy enchantment doesn’t have a huge amount of targets in the commons and uncommons section. Sure you will be able to break a Pacifism, a Claustrophobia or Oracle’s Insight sometimes but that’s pretty much it since other nonrare targets aren’t really threatening.
Rate :
1.5
The creature has nothing going on for him. None evasive X/1 seems pretty weak in this format, especially in Sealed, and it doesn’t have any tribe synergies to help. It’s still an okay beater if you really need one, but be aware of Eyeblight Assassin. With that said, this dino does trade with bigger creature, but will still trade with almost any 2s in this format even with some support cards.
Rate :
1.0
This creature is good. It has the classic bear stats (or almost) and had significant upside. In the GW deck with all the support cards, it’s going to be pretty great. On top of that, it’s also a warrior, a tribe that is really important in this format. I’ll play all copies of this in any deck that cares about warriors (basically every deck) and deck that produces a decent amount of +1/+1 counters.
Rate :
2.5 for regular decks
3.0 for the GW decks
I think this 3-drop is good enough to define the format. Decent stats, tribe synergy and a powerful ability this is quite easy to trigger in a 2v2 format. Good enough to claim the throne as the better nonrare, nonmythic white 3s in the set. Looking forward to play this in any W/x variant for sure.
Rate :
4.0
Another card from the Innistrad block. This one isn’t as good as Doomed Traveler though. While in this format, it’s basically a 2/3 vigilance creature, I think it’s still a filer at best. There’s few shenanigans you can do with it, with Karametra’s Favor and Take Up Arms for example, but nothing too crazy.
Rate :
1.5
This dude is a fine blocker and will trade with a bunch of 4s. This only makes him desirable in any form of defensive deck. But again, nothing too crazy here.
Rate :
2.0
First of a couple Amonhket Block reprints. Though this one was fine in Amonkhet Limited environment, here in Battlebond there isn’t any powerful exert creature to untap. For this reason, it’s a boring filer at best. In fact, there’s many X/4 creatures is this format, so its base stats aren’t even close to being decents.
Rate :
1.5
A nonevasive 3/2 for 3W is not what I would call good in this format. Being a warrior does help raising the playability of this card, but not that much. It has lifelink, so if the format defines itself as aggressive (which I doubt), it could help maintain your life total high. But starting the game at 30 life doesn’t look good for an underpowered lifelinker. But like I said, at least it’s a warrior.
Rate :
2.0
I think this one is a format cornerstone. Being able to distribute two +1/+1 counters among creatures your team control is great on its own but having synergies with other good cards, like Light Walker and Wandering Wolf, is quite nice. Super good card for the GW deck and still acceptable in any other.
Rate :
3.5
This creature power will vary depending on the resulting power of the new Assist ability. My guess is that creatures with assist will, in average, cost 1 or 2 less to cast depending on total mana cost. You teammate will sometimes be able to help you more to cast it, but not without losing a lot of tempo in the process.
So if we look at this creature as 3/2 flying for 3W that gain you 4 life entering the battlefield, it seems like a pretty decent playable.
Rate :
2.5
Again, this dude power is to be determine by the effectiveness of the Assist ability, though this one looks less interesting than its bird cousin. Having a temporary anthem effect on turn 4 or 5 is fine, but I doubt it will have that much of an impact in a 2v2 format even if it affects your whole team. For that reason, I think it’s not a card that you should put more than one copy in your deck. Still, the 3/4 body gives it interesting stats if it hits the board on turn 4.
Rate :
2.0
Pacifism looks great in this format since there isn’t a lot of way to answer it efficiently and since your opponents aren’t going to be able to board anything against it (THG being a one game per match format). Solid cheap removal spell. Play all copies you open if you end up being white.
Rate :
4.5
This combat trick seems decent since you’re more likely to have multiple creatures on the board by having a teammate who also play spells. On the other side, the lifegain won’t matter as much as in a regular game of magic and won’t triggered shenanigans as it used to do in the BFZ Limited format. Still a fine playable for aggressive lists.
Rate :
2.0
Please, do not play this. Trust me. The only thing that keeps this from having a 0.0 rate is the draw a card part.
Rate :
0.5
Solid piece of removal again. You should always play this. It’s not as good as Pacifism since it’s not good on offence. But still.
Rate :
4.0
Shoulder to Shoulder wasn’t as good in BFZ as I predict it will be in Battlebond. That should be the case for two reasons. First, you should normally always be able to find two creatures to support with it in this 2v2 format. Second, StS easily enable a bunch powerful synergies that are present in the set while drawing you an extra card. If the format end up being as slow as I think it will be, StS will be a good playable.
Rate :
2.5
I tend to dislike those type of creatures in general and I don’t think a 2v2 format will change anything to this evaluation. It’s nothing more than average on offense and pretty bad on defense. Easy pass for all the nonlinear strategies. As an uncommon, I quite dislike the card.
Rate :
1.0
This 2-drop is crazy on the draw in this format because you’re likely to fetch for up to three basic plains with it. It could also be great latter in the game if a land gap has been created between you and other players. Lastly, in worst case scenario, it’s a bear that offers you a free shuffle. With all the scry effect and Impulse in the format, this last part is something that could often matters. I will definitely be happy to play this card.
Rate :
3.0
If games tend to go late, this card could do some serious work at unlocking boardstall since support fits nicely in this format. The restrictive timing part of the ability is what keeps it fair though. A good 1-of to have in any white deck, even those without the counters matter.
Rate :
2.5
Those Partner with are tricky to evaluate since they are underpowered in order to permit them to create card advantage (note that they also chain together if you have mutliples). While being good, I think Proud Mentor (and is mate) isn’t (aren’t) the most powerful out there. The tapping ability (even on an overcosted body) is nice and wants to synergize with Impetuous Protege. However, it functions in such an inelegant way because it forces you (or at least the owner of Impetuous Protege) to be on the offense. The best way to use them is to tap the best threat on the table during the opposing team’s battlephase and then swing with Protege during your team’s turn. Since they’re among the cheapest of the bunch, I still see it (them) as solid playable(s). Both also works great in the Player-A-is-aggro and Player-B-is-control strategies, which is good. At the end of the day, Proud Mentor scores with a good rating since it’s pretty good on its own.
Rate :
3.5
In counterpart of Proud Mentor/Impetuous Protege, I think Blaring Recruiter is among the cream of the partner’s creature. Both part (him and Blaring Captain) works great on their own but also becomes a lot better when pair together. About the Recruiter, I like the fact that he ensure you that you’ll always have a warrior on the board for the various synergies that care about it. Really powerful manasink ability.
Rate :
4.0
Fine effective flyer here. Nothing too fancy, but Steppe Glider should find a place into your deck, especially if you’re playing GW and that you could benefit from its activated ability. If it is the case, then it could do some salty stuff.
Rate :
2.0 for regular decks
3.0 for the GW decks
If the format is slow enough, this angel could finish a lot of games. While 7 mana is a lot for most deck, this stat monster is pure gold on a loaded field and eat every single flyer in the common and uncommon section. I would certainly like to have one of them into my white pool. No near to the level of Nimbus Champion in term of average powerlevel, but still a sky master.
Rate :
2.0
What to say about that except it’s probably the better card in the set? Cheap unconditional removal with minimal downside. I’m in. Every legacy player and cube’s owner are and you also should be.
Rate :
5.0
I’m pretty sure this effect worth it. It’s not a card that I would slot more than one in my deck, but saving your creature from a removal spell and getting a free +1/+1 counter in the process seems like a good deal. If you have few good ETB effect in your deck, then it gets even better. Say hi to Expidition Raptor!
Rate :
2.0 for regular decks
2.5 for the GW decks
This being an uncommon says a lot on how much your Pacifism and Claustrophobia will stick around in the average scenario. That being said, I think I would always slot one of these into at least one of my team’s deck unless we have a super deep pool with multiple of all the good to great stuff. It will (almost) always have a target since you will be playing against two opponents. Also, a bunch of common artifacts are good fillers. Stuff like Yatian Soldier and Millennial Gargoyle or even Tyrant’s Machine will flood the tables.
Rate :
2.0
I’m sorry for those who likes auras (and Double strike), but you should never put this into your deck. Never. First 0.0 of the format.
Rate :
0.0
This piece of removal is interesting in a format full of +1/+1 counters. Being sorcery speed does hurt a little being, but your opponent being able to assist you reduce the average mana cost of the spell. There’s also some cute interaction with stuff like Fan Favorite, which you can buff before casting Bring Down. Overall, this removal spell seems pretty potent at killing opposing bombs.
Rate :
3.5
Back from Khans of Tarkir, this spell looks pretty nuts in Battlebond. Need a bunch of warriors? Check. Need a way to interact with the opposing board at instant speed? Check. Need to go wide? Check. This spell looks great. It was good in KTK, but it will be great in BBD. Thrasher Brute will love this cute army in a can card.
Rate :
4.0
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I personally doesn’t dislike that card that much since it’s a cheap X/4 in a format where 4 toughness seems to be the line between creature that trade a bunch and creature that stick around. It’s also not defender, so if you manage to put few +1/+1 counters on its shell, you’ll be able to attack with it or at least threatening to efficiently block opposing creatures. Far from the best creature in the format, but it’s better than Raptor Companion.
EDIT : Now that I have played the format and learned more about its strength and weakness, I’ve so say that it would have been welcome from WotC if they decided to put Sidisi’s Faithful at the place of Kraken Hatchling in order to help the UW archetype(which is the weakest of the five). In fact, SF would have given a purpose to those Doomed Traveler and Riptide Crab (which there isn’t actually in the set), as given to opportunity to cash in useless ETB effect creature in the mid game in order to replace them by a bigger butt to block ground pressure. Here, I’m talking about Omen Speaker, Frost Lynx and Oreskos Explorer. Also there is some cards out there that produce a couple of warrior tokens, so it would have given you an additional use for them if blue has access to a card like Sidisi’s Faithful. Maybe the addition of one single card with the exploit mechanic would have been kind of strange, but I do think in a pure design perspective, it would have fit nicely.
Rate :
1.5
Omenspeaker was decent in Theros and will be in Battlebond (if not better). Its body is well suited for combat and scry 2 is always an interesting ability. There’s also a few things that can make it flick (or bounce) if needed.
Rate :
2.0
This cheap flyer should deliver. Being able to attack in the air early has always been a good way to win games in Sealed Limited formats. I don’t think I would cut any copy of this card from my blue decks. Without saying it’s the best color or anything, I expect Kitesail Corsair to be a significant part of blue success in Battlebond.
Rate :
3.5
A regular, bear type, filer that help your bigger creatures pass through a stack board? I’m in. They do not do well in multiples, but still a perfectly fine playable bear that I would run in my blue decks. Not sure if it’s really better than Silverchase Fox, but I’d give it a little edge because of the more valuable ability it has.
Rate :
2.0
This flyer was made to make everyone happy and I think it will. The only downside of it is that your opponents (and your teammate) are going to be able to benefit from the extra card before you do. So just be aware of that fact when you cast it while your team is ahead on board, since you do not want to give the opposing team too much gas. But all in all, a 2/2 flying for 2U is always going to be good in Limited formats.
Rate :
3.0
This blue elemental seems pretty bad to me. First, a 2/3 for 3CC doesn’t look exiting in this particular format. Then, the activate ability seems to taxes its owner pretty much. For example, if you had to it a bunch of counters, in theory, it could raise its power a lot. But in practice, the activation cost of U would prevent you from doing it efficiently. Just a simple, boring, filer that I’d rather not play if possible.
Rate :
1.5
This kind of ability is always welcome on a reasonable blue body. Even if a 2/2 for 2U isn’t that exciting, it could trade with the load of x/2 in this format, while also buying extra time in the process. Since the format tend to design itself as pretty slow, I think it just miss the 3.0 rate. But it’s still acceptable as one of your core creatures.
Rate :
2.5
Again, another useful blue ability and this time strap on a reasonable body. In fact, being a 2/4 place this creature among the cornerstones of this format since it does well in combat. It’s also interesting that you could get your teammate to draw at your place with its ability. Paired with a couple of removal spells, this fish can snowball into massive card advantage. I’d slot every copy I open. On top of it, it’s also a warrior.
Note that this creature is the only 4s among blue common creatures. This tells me that blue is the most well positioned color to help assist its teammate. Be aware of that fact when you’re deckbuilding a blue deck.
Rate :
4.0
Nimbus of the Isles, originally printed in M15, seems like an easy obtainable finisher. Hitting for 3 in the air can end up the game at a reasonable rhythm and being splashable makes it also decent in 3-colors decks. I would always want at least one copy of this in my blue deck even if 3 toughness is so, so far away from 4.
Rate :
2.5
This hexproof colossus was okay in Theros because the limited format was slow and that it was hard to interact with it in any way unless you had a big bestow creature. I think the same logic applies here except creatures can’t grow as much as they could in Theros. So Benthic Giant definitely looks like another fine finisher for blue.
Rate :
2.5
Spellweaver Duo is another creature with a powerlevel that may vary depending on how the Assist ability plays out. I suspect this one should be great though. 4/4 is a good rate in this format and being able to bounce an opposing creature for, let’s say 5 mana, looks quite strong. Academy Journeymage is strong in Dominaria Sealed and Draft at the moment, so Spellweaver Duo should as well be in a THG format.
Rate :
3.5
Impulse looks fine in here. It provides something good to do on turn 2 if the format parameters determine that you don’t always need a 2s on the board at that time. Impulse also increases your chance of drawing your bombs in the late game. Not really seeing any reason why this shouldn’t make its way into your deck. I’ll give it a 3.0 instead on 2.5 based on my presumptions about this format being really slow.
Rate :
3.0
Counterspell isn’t something I normally look at in Limited formats, especially Negate type of counterspell. I would rather board them in if my opponent seems to be running an above average number of removals and nonecreature bombs (AKA Planeswalker). In BBD, you won’t be able to board anything, so Negate may be an okay 1-of in one of your team’s deck, just to act as insurance policy. For that reason, I’ll give it a rate just above 1.0.
Rate :
1.5
This one is one of the few Alara block reprints and I don’t think it’s remarkable. It’s fine at saving your dude from a removal spell (and gaining an extra ETB effect in the process), but it clearly lacks as a removal spell on its own. The speed format will tell how much you can use this last mode, but I highly doubt it would be usable unless you’re simply desperate not to lose. About the other mode (saving your creature), I’d rather run Negate if I was seeking for this type of effect even if bouncing your creature out of a Pacifism could make you feel good.
Rate :
1.0
As Pacifism, I think Claustrophobia is a premium removal spell. Good on offence and defense. Lives in a format is which enemies will have a hard time dealing with. Still, it’s harder to cast and in a weaker color so it cannot rate as high as its white cousin.
Rate :
4.0
This is a strict upgrade of Divination, isn’t it? The only downside I see from it is that in a Player-A-is-control and Player-B-is-aggro strategy, the control player that will put this into his deck won’t be able to cash in card advantage out of it, since he's being force to make his aggro teammate draw at his place. It’s not necessary that bad, but I think it’s significant enough for those who live by this type of THG strategy to lose half a point of rating. Other than that, your team drawing 2 cards for a split 3 mana is a real deal. Divination has always been fine in Sealed Limited, even in fast format, so Hundle Up has great chance to be in Battlebond.
Rate :
2.5
Flpthp was lost in the city of Ravnica and he seems to be lost in Kylem as well. Jokes apart, I think Totally Lost is a piece of removal that deserves some respect. First, it interacts at instant speed with nonland permanents, which makes it an elegant answer to opposing Pacifism and Claustrophia assuming you can win the game the turn you cast it. It’s also capable of removing a blocker out of the way without generates card disadvantage like regular bounce spell. Lastly, in a less elegant way, it can also save your bomb from a kill spell or a combat situation that is turning to your disadvantage. Flpthp would say it’s a serviceable spell to put in your deck.
Rate :
3.0
I’ve never played Fog Bank in Limited but I guess the same logic applies to it that it was for Kraken Hatchling earlier, and even more. Going from brick walling 50% to 90% of the format seems reasonable for 1 more mana. Though this isn’t an exciting card, it seems serviceable as it demands an answer from your opponents.
Rate :
2.5
Reckless Scholar was great in Shadows over Innistrad because of all the graveyard shenanigans that were floating around but also because looters are always good. Always. Especially those who can attack or trade efficiently. That is the case for this mad scientist. I would say you have absolutely no reason not to be running this in all your U/X decks, even in the XY/u ones.
EDIT : Bein able to loot for your teammate is a sweet bonus in this 2v2 format!
Rate :
4.5
An unblockable 2/2 tribal synergic creature for 1UU seems like a good deal. Even the Fog Bank cannot block this one. Pretty decent playable. It can also benefit nicely from a couple of +1/+1 counters.
Oh and by the way, I found it pretty funny how WotC R&D crew has manage to bring back a bunch of nonhomogeneous warriors across multiple sets in the multiverse. It’s like they just randomly gatherer them from their own search engine, lol.
Rate :
3.0
Another interesting card to evaluate. I know a lot of people have already pooped on the card for being too slow, but I actually think it’s almost a regular (none Swords to Plowshares) bomb level uncommon (and even if your team hasn’t access to green). I had to admit, the body is not great, and not even good, but still pass the trade with X/2 test. Also, if unanswered, it can start drawing cards pretty fast. I think the best way you could play it is casting it on turn 6, while assisting your teammate into something (or holding up a Negate or a bounce spell if you can) and then start cash in card advantage at instant speed next turn. The control player of your team should have no problem doing that. Oh, and I forgot, if you can chain into Lore Weaver’s partner, then it becomes completely nuts.
Rate :
4.0 for regular decks
4.5 for the UG decks
Peregrin Drake, dear hold Peregrin Drake… For those who doesn’t know the card, I can ensure you, it is great! A free 2/3 flying creature is awesome, nothing less. Since the tempo swing it provides help gaining board advantage in a hurry when combine to any kill spell or any form of board interaction, I’d prefer jam this in the team’s control deck. But it should get the job done in the aggro one as well if your control deck isn’t blue (which is, by the way, truly possible in this format).
Rate :
4.5
I think there is no doubt this Partner with creature is the worst of the cycle, and I mean, by far. The ability is almost irrelevant on its own and it doesn’t upgrade that much when your team has its fellow Slinger on the board. I would say this one is an easy pass. Chakram Slinger is probably better and, by a slim marge, worth it on turn 5. However, chaining the Retriever into the Slinger seems too slow. A pinger needs to be one board earlier than turn 6 to start threatening a 30 life total, even with the cute frisbee interaction.
I have to say I could be wrong on this one if the format proves itself to be even slower than I expect it to be. Even then, it would be more attributable to the Slinger than the Retriever.
Rate :
1.5 for regular decks
2.0 for the UR decks
Speaking of bomb uncommon, there’s Nimbus Champion. It flies. It’s a warrior. It has warriors’ interaction. It removes threats and blockers from the board. It’s splashable. Could we ask for more? Oh yeah, it’s a 4/4 mathematical nightmare.
Rate :
5.0
Spell Snare isn’t made for Limited. You shouldn’t play this unless you’re pretty desperately in need of payables, which shouldn’t happen in a format in which you open 12 packs of 14 cards.
Rate :
0.5
Fumble had an interesting design since it adds some value versus an usual bounce spell that creates card disadvantage. I think this conditionally effect will not affect pieces of equipment, since there isn’t any in the set. On the other hand, the aura part is alive for real. Bouncing a creature out of a Pacifism and locking another one creature in it should convince anyone that this cart is good. Add to this the potential of stealing a random offensive auras from your opponent and the regular Unsommon part of it, and you’ll obtain a pretty good card.
Rate :
3.0
I think I’m not making any mistake by saying this card is a border line 2.0. Don’t get me wrong, this spell is still payable since the format should be slow, but Cancel has never shine in any Limited Sealed Format and that’s pretty much what it is.
Rate :
2.0
This is one of the few none defensive auras that really worth it in the set. If you caught the opposing team off guard with it, you’re going to get value of it right away and then it snowballs hard if not answered quickly. The regular downside of an aura is still there though. If the opposing teams as some lands up while you’re playing it, you’re opening yourself to potential two for one. Play it carefully.
Rate :
3.0
I think Switcheroo is well positioned in this set because there’s very few common way to answer it while it’s on the stack. Also, since there’s more players at table, you should most of the time find a good trade to do with it. You should normally get what you want of this spell in Battlebond. Pretty decent blue removal spell even if it’s a bit tricky to play.
Rate :
3.5
I don’t see how Opportunity could turn out not being stellar in a slow, grindy, multiplayer format. Looking forward to play all my copies of it. An instant speed draw four cards cannot fail.
EDIT : Being able to make your teammate actually draw 4 cards is also a big part of this card potential in this format!
Rate :
4.0
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Even if the color combination isn’t officially supported, I think this card looks pretty okay in a GB/WB counters deck. Evasion, lifegain and growth potential makes it just enough playable that I wouldn’t be embarrassed to run multiples of this creature in those decks. In other color combination, I’m not as convinced, but I think it would still be a valid option to fill the beginning of your curve.
Rate :
1.5 in regular decks
2.5 in GW/WB decks
It looks like this guy wanted to have an aristocrat theme going on. Unfortunately, it isn’t the case. In fact outside of Slum Reaper, Morbid Curiosity and Culling Dais, I don’t see any nonrare card that cares about it dying. So it’s basically just a fine blocker with some minor upsides when paired with a couple of uncommons. For that reason (and since it’s not even a warrior), it’s just random 2s to fill your curve.
Rate :
1.5
Another zombie that is out there just to fill your curve. Seems to be a redundant theme in the black 2s, which by the way seems to encourage the slowness of the format. About the card itself, I found it quite sad that at first glance a tribal zombie seems to be a thing, while it isn’t at all. In fact, there’s exactly zero zombie matter in the set, so this guy is just a simple 2/3 for 1B that ETB tapped. At least, he got a big butt to shut down all the other 2/X in the format.
Rate :
2.0
Now we’re talking! An impressive 2/1 deathtouch warrior? What! Seems right at its place in this arena environment. Enabling tribal synergies and trading with bigger creatures is what this guy do best and I think it’s more than enough to be good! Solid playable.
Rate :
3.0
Except for that art, I don’t see anything wrong with this card. Another warrior that also care if you control other warriors. When active, it attacks hard and trades with bigger creature and that's definitely sweet from a 3-drop. It’s kind of strange that this card is one of the few we’ve seen so far that is actually made for aggressive ground decks (along with Aurora Champion). I’m intrigued to see if this could play against it in this grindy format. With that said, I think it’s a decent to good playable for most black decks.
Rate :
3.0
Creature that are merge with kill spell rarely fail in Limited format and this one is no exception. Pre or post (but mostly post) combat phase, this guy will do some serious work for the black mages of Battlebond. Even if there’s few X/1 creatures, chances of Eyeblight Assassin 2 for 1 your opponent are quite high when properly timed. Pretty glad to see this one being necroed out of Magic Origins set.
Rate :
3.5
I think Fan Favorite is fine. Mana sink is always good to have in Limited formats. This one is also sharable with your teammate so you could maximize its potential. At top of that, shade creatures (who can pump their power and toughness) are generally pretty close to nightmare in combat situations and can also take the game on their back when unanswered on an empty board. As a potential 2/2 for 2B with upside, I like Fan Favorite quite a bit.
Rate :
3.0
This bad boy has the stats you need in this format. Even if the missing 4th point of power could hurt you a few times, the 4th point of toughness in counterpart is huge in here with all the 3/X hanging around Battlebond. It’s also a warrior FWIW (and we know it does!). I think I would try to slot any number of copies I open.
Rate :
2.5
Black low curve creatures were bad, but it seems that the high curve ones are quite decent. This Onslaught’s monster is in fact no exception. A flying threat that is a pain in the ass to block? Sign me in. Its dying triggered will decrease as the game goes on, but it still can take multiple turns to become irrelevant. Even if you’re just trading with another X/2 flyer and that your opponent discard a land, I think Screeching Buzzard has deal its job. And we are just talking about the worst case scenario here. Average will be good and best will be back breaking most of the time.
EDIT : Screeching Buzzard was a pain in the ass to play against. Much more than what I initially expected. Feels more like a solid 3.5, since there's no easy way to avoid at least 2 for 1 with this creature. If you kill it with a none Pacifism, Sword to Plowshares or Clautrophobia card is litterally a 3 for 1.
Rate :
3.5
Rotfeast Maggot should be the fair Thragtusk (without son) of the format. A 3/5 for 4B is no joke in Battlebond and the ability will be relevant most of the time since creatures are going to trade a bunch in the early stage of the game with four player at the table. Also, its ability will prevent the opposing team using their Vampire Charmseeker (AKA the UB uncommon bomb) as a Raise Dead for their best dead creature. Note that you can also exile your own stuff if needed. At the end, it’s another creature that makes me think the format will turned out to be turtle slow.
Rate :
2.5
This card is close to be the worst none 2-drop creature among the black commons. That says a lot about the high quality of black creatures in general. Most of time, this vampire is gonna be a 4/4 for 4B with minor upside, which is totally acceptable. I wish it was a warrior as well, but whatever.
Bloodborn Scoundrels and Rotfeaster Maggot are pretty close in powerlevel. The only thing that makes the last one (just by slim marge) better is the exile ability. Other than that they trade the 4th point of power for the 5th point of toughness, which is fine in both side. Also, the Scoundrels can win you the game in rare occasions, but the Maggot can gain you way more life pretty often, so I think it’s also a win-win here as well.
Rate :
2.5
Grotesque Mutation was okay at best in Shadows over Innistrad and the format was fast as hell during a huge portion of the season. It was okay because it was a combat trick that let you win the race against other aggressive lists. In Battlebond, I don’t think it will be as effective since the low curve creatures in the format aren’t as good as they were in SOI. Combat trick also look worst in general in this meta. For those reasons, I’m not looking forward playing this spell at all.
Rate :
1.0
This kill spell competes for the best single color common in the format with Pacifism. An instant speed removal that deal with about 75% creature in the format and that can combat trick the rest is stone cold solid at such a cheap cost. In fact, it looks so great that I think it’s the best pure removal spell behind Swords to Plowshares. Your deck could become close to unbeatable if you open multiples of it.
Rate :
4.5
Another great kill spell. No doubt Assassinate will do a potent job on defense against none vigilance creatures. Note that it can also be paired with Proud Mentor to kill just about anything in the format. Solid piece of removal that I would run in any deck, even if it’s better (a little bit like Rebuke) in the control lists.
Rate :
4.0
Back in Amonhket, this spell turned out to be not that good. The 3x AMK draft format was so fast that you, first, didn’t had the time to waste an entire turn drawing cards and, second, didn’t had the luxury to lose 2 life in the process. It was less true in the Sealed format though, and I expect it will be even more the case in the Battlebond environment in which the loss of life will almost be close to irrelevant. I personally anticipate it will be one of the few cornerstone card advantage spells in B/X control decks since its owner will draw both cards unlike with Huddle Up. Note that you can also kill the opposing team with this spell if they’re low on life total.
Rate :
3.5
I tend to dislike Mind Rot effect in Limited format in general and even more if they are overcosted (and don’t provide a body like Mire’s Malice). A reprint of Unburden would have been welcome. At its place, we have Fill with Fright which, for its part, seems to be such a bad top deck late in the game. I wouldn’t slot this in any deck unless I was desesparately in need of playable 4s and ways to deal with opposing card advantage. Without the scry part, it would be pretty close to simply unplayable.
Rate :
1.0
Oh god, black is literally loaded on spells that deal with opposing threats. That’s insane! At 3BB, Liturgy of Blood can look a little overcost at first glance, but it does gives you back BBB at resolution. Killing every possible bomb your opponents will play seems so solid for a common card. Just look at what Eviscerate is doing at the moment in Dominaria and you’ll understand Liturgy of Blood’s power. Plus, this into Painful Lessons seems monstruous.
Rate :
4.5
Culling Dais find its combo piece with this creature! Unfortunately, they’re both uncommons so you’ll rarely be authorise to abuse this interaction. Outside of this combo, I find Tenacious Dead passable at best. It blocks ground creature forever but you have to always have the available mana up in order to proceed so. For this reason, I’ll rate this card as a decent filler at best. And its nice interaction with Culling Dais gives him just a little 0.5 boost.
Rate :
2.0
This guy is a 2/2 with a pretty, pretty bad ability. It was the case in Return to Ravnica and it’s still the case in Battlebond. You have to see this a simple bear since the ability to bolt yourself in the face isn’t good at all. And it’s not even a warrior…
EDIT : If your team opens Zndrsplt, then Tavern Swindler might worth an inclusion.
Rate :
1.5
We talked a little bit about Blaring Captain in the white section when we saw its partner and it was pretty clear then that this pair of friends was pretty good. I still think Blaring Recruiter is the better among them, but the Captain is just fine as well. I like the fact that it boosts itself as well when attacking, since otherwise it would have been pretty mediocre. As a 3/3 for 3B, chances that he could attack a couple of times are real. And don’t forget that like any other partner creature, it generates card advantage as it comes into play. Pretty solid.
Rate :
3.5
Thrasher Brute looks solid. A 4/3 body somehow looks not that great in this format but the repeatabble entering the battlefield triggered makes it desirable. If your team plays at least 12 to 15 warriors combined, it could create a significant life gap between both teams before you decided to trade with something with it. Pseudo fair Siege Rhino creature, lol.
Oh, and I guess it also worth to mention that Thrasher Brute combines with the Blaring’s partners in a pretty nutty way.
Rate :
3.0
This creature seems decent if you have a bunch of Doomed Traveler of Doomed Dissenter to sacrifice. Although, note that each player has to sacrifice a creature when Slum Reaper enters the battlefield. It’s important to be aware of that fact because if your teammate is unprepared, it could backlash him a lot. Otherwise, the possibility of 2 for 1 the opposing team is damn real, even if the only creature sacrifice on your side is Slum reaper itself. Interesting creature that take a whole new dimension in this format.
The only downside to it is that I found Slum Reaper to be quite hard to apply in a format in which the best strategy is Player-A-is-control and Player-B-is-aggro. The aggro player will backlash himself if he plays it and the control one is going to harm its aggro teammate if he cast it at a bad time. So, it kind of becomes more of a come from behind card, which isn’t that bad.
Rate :
3.5
OMG. Soulblade Corrupter is great if your team has access to GB, nothing less than great. Giving all your dudes (those with +1/+1 counters) deathtouch on offense is crazy strong. And I love the fact that its green partner (Soulblade Renewer) helps so much powering up its ability. Dropping it while you already have a board with few counters on (or in the same turn as you drop the Renewer with your teammate's help) should feel pretty good. He just fit really well in an Abzan’s shell, that’s for sure. As a pure black card, it’s pretty less impressive though.
Rate :
2.0 for regular decks
4.0 for GB/WB decks
Another flashback from Khans of Tarkir! For its part, I like the fact that Swarm of Bloodflies is a splashable threat that goes bigger as the game progresses and that benefitS from all the counter synergies right away. In a 2v2 format, creatures dying should happen pretty frequently, so I’m convinced this creature should have 4+ power of lot of the time. It’s just sad that the starting stats are so low. This is the only thing that keeps it from having a super high rating.
Rate :
3.5
There’s a couple of reason why Noxious Dragon could fail in this format. First, the set isn’t crowded with actual nonrare, nonmythic 3s that you care so much about past turn 6. Second, there’s a significant number of removal spells out there that will either enchant it, bounce it, exile it or fail to deal with it, so your opponents sould often have the possibility of just ignoring its dying ability. It’s still a 4/4 flyer with an okay upside, so nothing really to complaint about.
Rate :
3.0
I think a single mana on turn 1 is a really small investment in order to acquire a 5/5 zombie creature. Maybe it will end up being bounce of put on top of your library, but still. On the other hand, I think Quest for the Gravelord is a horrendous top deck late in the game unless you have the sacrifice engine going on (multiple copies of Doomed Traveler, Doomed Dissenter and Cullins Dais), so be aware of that if you put it in your deck. A real high ceiling and a super bad floor give it a just below average rate.
Rate :
2.0
This spell was bad in Kaladesh Limited and I think it may be even worst in here. The lack of instant speed unfortunately kills the card pretty bad. And in general, you don’t really want your big stuff dying in order to draw random cards. It’s in fact one of the few uncommons I won’t be happy opening in my Battlebond’s Sealed pool. Black cards cannot all be good, lol.
Rate :
1.0
Wow, what a push wrath spell! No joke, it’s mildly to say that it would have been playable only as a global -2/-2 until end of turn. But as it is, you get the aura bonus for your now demon creature. It’s also important to note that it can sometimes also become a downside, since if your doesn’t own any creature or if the targeted creature get blown in response to you casting Inner Demon, you would get nothing out of this spell. Still, I think it plenty worth the risk. Overall, Inner Demon is one of the most greatly design card in the set and worth an inclusion in any black deck in the Battlebond format.
About the rating, I hesitated between 4.0 and 4.5. At the end, I based my result on the fact that it’s not always on and that it require minimal set up unlike regular wrath spell. Also, I took in consideration the fact that it is anti-productive in the Player-A-is-control and Player-B-is-aggro strategy (or in fact in any team that plan to have at least one aggressor).
Rate :
4.0
Even though it’s a high curve sorcery speed removal, Assassin’s Strike was pretty decent in Return to Ravnica because the format was so grindy that your opponent has always something to discard, even in the latest part of the game. I don’t see Battlebond as deep in the grindy zone as RTR was, but I’d say Assassin’s still looks great in this set. It’s strange that this card looks kind of worse than Liturgy of Blood, which is only a common.
Rate :
3.5
Another worse than its common cousin removal spell. This spell is great, don’t get me wrong. I just think Last Gasp and Liturgy of Blood are both better. Last Gasp had the upside to being able to kill almost any low curve creature for cheap. Liturgy of Blood in counterpart is costly, but still get the job done whatever the creature it’s trying to blow (with a Dark Ritual effect in bonus). Gang Up for its part cannot kill as efficiently small creatures and cannot deal with big creatures without taxing your whole turn (and even some of your teammate’s mana) in the process. Fortunately, it being instant speed helps raising the final rating a bit.
Rate :
4.0
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I think Reckless Reveler is fine as a serviceable 2/1 for 1R. Being able to trade at instant speed with something like Tyrant’s Machine, Millennial Gargoyle, Juggernaut or Stone Golem definitely worth it. So I wouldn’t be shame to put of few copies of it in my deck.
FWIW, I think this card does deserve better rating than Silverchase Fox because 1) it has more targets available, 2) because those targets are colorless, so more likely to appear in your matches and 3) because he can out tempo (in mana) your opponent on several of those targets. Red also seems to be more aggressive, as always, and more likely to want some random 2s.
Rate :
2.5
I’m not convinced this creature will be good in Battlebond Limited. The ability seems almost irrelevant, outside of its interaction with Saltwater Stalwart, and force you to tap two creatures in order to get some damage through a loaded board. Note this also combo (if we call this a combo) with Fan Fanatic, Kraul Warrior and Watercourser, since you can activate their ability before going to damage phase. If you run either of those, especially the merfolk, then its rating rise a little.
Rate :
1.5 in regular decks
2.5 in the UR decks
As a has been cube card (and cube owner for my part), I know Boring Marauder can hit pretty hard. While it’s pretty bad at blocking, I think it should made the cut into most red decks without any problem. Not the best 2s out there, but still able to get the job done offensively as an agressive warrior creature.
Rate :
2.0
Humm… This dragon isn’t good? IS it? In fact, it is not. First, it’s a 2-drop that don’t stack really well in your deck since you need mana every single time to get damage out of it. So having multiples of it won’t get you nowhere. Also, it’s so weak! One point of toughness literally just means it dies to everything. Imagine yourself putting mana into its ability and then see it go away, killed by 1-2 mana spell. IT would be litterally disgusting. I wouldn’t look forward to run this card and wouldn’t run more than one if I was force (and I mean struggling real hard on playables) to run it.
Rate :
1.0
Ember Beast, as is Loyal Pegasus, is a card that you shouldn’t, in most cases, run. If it was at least capable of blocking alone, it would have been decent. As it is, it is meh. It's easy, your opponents will just have to ignore it and deal with every other creature you have in order to neutralise it.
This Odyssey creature is not made for this format. There’s in fact too much missing red haste creatures in the set for it to be good. Odyssey format at least has a haste theme going at each level of the curve (among commons, uncommons and rares). Battle Rampart and Magma Hellion aren’t enough to make it happen in Battlebond.
Rate :
1.0
WotC liked Keldon Raider so much that they decide to print its fellow 3-drop’s brother, is that right? Yes it is, and he’s even better since your teammate may as well get to discard a card. I’m real high of this little red common!
By the way, I sincerely don’t understand why Azra Bladeseeker’s ability doesn’t apply to every player like Soaring Show-Off’s or Jungle Wayfinder’s ability for example. It’s almost like it was meant to and that at the last minute in the R&D process, they decide that it will only apply to your team. At the end, this little change have made the card real strong. Oh, and they also forgot to remove the warrior type creature afterward, lol. So OP.
Rate :
4.0
This card is a midrange king. It combines decent defensive stats and the ability to give haste to all bombs in your deck. Pretty good playable I’d say. All the dragons in the set and Plated Crusher will love this defender creature.
It also just fit nicely into the aggro-control team structure, while the ccontrol player can, as playing defensive creature, helps somehow its aggressive teammate to attack faster when neeeded.
Rate :
3.0
I like this as ramping (fixing) tech for your teammate. It’s not the most busting thing out there, but with a little bit of timing, it can unleash a powerful bomb two turn earlier while providing you a respectable body in the process. Sparring Mummy is so jealous. Cute art and flavour by the way.
Rate :
2.5
An easy achievable 4 power first striker? Oh yeah! Anticipating a lot of Bull-Brush Bruiser turning sideway this weekend. It’s just fine at blocking, but man this guy can be a nightmare to block for most none Rotfeaster Maggot, none Earth Elemental creatures out there. If Prakhata Club Security is the Yin, Bull-Brush Bruiser is certainly the Yang.
Rate :
2.5 in the regular decks
3.5 in the warrior decks
Speaking of Earth Elemental, a generic 4/5 might be exactly what you need sometimes. Nothing sexy, just some defensive stats on a stick. Nothing to be ashamed still. FWIW, it’s way better than Fire Elemental, a card that is currently in the Dominaria format and criminally lacks the 5th point of toughness.
Just saying, but last time this card was print in a none master set, it was rated as an uncommon. And back in the day, it was an pure alpha, beta, unlimited and revised all-star.
Rate :
2.5
This guy is the Charging Monstruosaur of the format. Remember how great he was in Ixalan Limited format? I also think it worth to mention that Magma Hellion isn’t an uncommon as the dino was…
So I’m seeing big potential into this one since, with the Assist ability, this thing can come down as early as turn 4. It will taxes your whole team’s turn in the process though. However, I do think it’s one of the few that worth to do it. Beyond that, in a more realistic way, it can easily come down on turn 5-6 without too much tempo loss and start bashing faces. All in all, it’s a really push assist creature, one of the best out there, period. I can’t figure out any reasons why any copy of this you opened shouldn’t end up in your deck.
Rate :
4.0
Shock isn’t the most appealing spell in general but I think it’s always decent in most Limited format. From best to worst scenario, it can win you the game or act as a pseudo combat trick to finish a big blocker. In the middle, it can deal with all sort of X/2 creatures, which is fine. There’s a lot of creatures out there that could be out tempo hard by this cheap instant speed spell. If Magma’s Spray was good, this will be for sure.
Oh, and Eyeblight Assassin can also ensure Shock kills bigger stuff for a reasonable cost. BR control decks seems pretty sharp in this format.
Rate :
4.0
I think this can trip is better than it looks and better than it was in Oath of the Gatewatch in this particular 2v2 format. OGW was also designed (at least a little bit) with Two-Headed Giant in mind, so for those who played this spell in THG back in the days will already have a sample of the point I’m trying to bring today. This card is good not because it gives your creatures haste, but mostly because it gives your teammate’s creatures haste. In fact, you should be playing this in your team’s control deck and use it as a can trip (that virtually reduces the size of your deck full of answers) that also happens to be giving haste to creatures you don’t own as a bonus. I would personally have absolutely no problem to be playing up to 3 copies of this, maybe even up to 4, in any form of R/X control deck in this format. Provide speed to my aggro teammate is good!
Pretty decent card overall for the Player-A-is-control and Player-B-is-aggro scheme!
Rate :
3.5
Good playable combat trick, Thunder Strike is. I’m not teaching anything to anyone here by saying that pump spells that provide First Strike and few extra point of power are among the best combat tricks in Magic, right? Your red deck featuring creatures should have at least one copy of this if it’s in your Sealed pool.
Question is, do you put this into your team’s aggro or control deck (if both play red, naturally)? The answer is not clear. I would say there’s no real drawback to put it into the control list and treat it as it was a removal spell. In fact, I even think processing like this will end up being better and ensuring you’ll have a creature into play to target with because the aggro player’s deck will be fill up with creatures and lands. So when the control player will draw Thunder Strike, it will rarely be dead. In the opposite, if the aggro player’s runs it and draws it late in the game while your team is a little behind, it may not help you recover as much as in the other scenario. Just for that, I’d tend to put all my copies of this spell into the control list of my team.
Rate :
2.5
As Battle Mastery, I found Lightning Talons pretty weak. Sure, when it’s unanswered, you obtain a beefy creature that is impossible to block. But being 2 for 1 is just too much on a downside for me to submit this card. Easy pass. Still better than Battle Mastery though.
EDIT : At my prerealease event, someone put this aura on a Screeching Buzzard and it felt pretty strong. Not sure if it really worth inclusion in a deck with, let's say, two Screeching Buzzard, since they won't necessary always line together but I thought it worth at least a mention in my review. This (kind of) combo mitigatess the Lightning Talons drawback quite a lot.
Rate :
0.5
Another solid red piece of removal. For only 3 mana, it deals with a huge chunk of the format. You should, with no doubt, run all the copies you can. The only downside is its sorcery speed, but it’s still among the best red cards in the set.
Rate :
4.5
Warap in Flames could be fine if the format turns out to be just enough aggressive. I wish there was more potent X/1 creatures so it would actually kill stuff rather than just make them unable to block for a turn. As I see the set, the good killable targets in the common and uncommon are Kitesail Corsair, Daggerdrome Imp, Hand of Silumgar, Wandering Wolf, Saddleback Lagac, Proud Mentor, Jubilant Mascot and Reckless Scholar. The counter archetype may change this as the game progress, but still.
At least, even if it’s a little counter intuitive, you can cast it post combat to trap and kill some creatures that block your team this turn. Just being in the format, along with Eyeblight Assassin, should make your opponents (those who are aware of the format) wonder if you’re bluffing it or not while you’re attacking with your 3/4 into their own 3/4. With that said, this spell is not for every deck.
EDIT : You can play that spell in the control deck of your team. In fact, it should even be better in there than in the aggro deck since the agressive player will be able to add pressure while the control player is forbidding opponents to block.
Rate :
2.0
Cheering Fanatic seems like a decent bear. If for some reason, he’s not facing any blocker for few a few turns, he could do some salty stuff. At the minimum, he can just sac himself into combat and help you cast your next creature if it’s really what you need. Note that if you have multiples of the chosen spell, Cheering Fanatic will affect all the copies.
What I found also important is that you opponent will also never know for sure if you’re just trying to ramp you, even at the cost of it dying, or if you’re bluffing a pump spell. Don’t really know if Cheering Fanatic is on par with other nonblack great 2s we have in the uncommon section, but it’s definitely better than a couple of the common ones.
Rate :
2.5
If the format turn out to be as slow as I think it should be, this goblin can be serviceable. I’m really unsure about its actual rate though. It cannot be too high since the card is likely to be doing nothing for a good portion of the game (except trading with a random X/2). But then, if it’s in the aggro player’s deck and this player does become hellbent by turn 8, which is like to happen, Flamewave Invoker can do some serious work and demands an answer from the opposing team.
I didn’t actually played Legions Limited, so I don’t know for sure (those who had could then correct me if I’m wrong), but I’d give it a 2.5. Five point of damage to the face seems a lot.
Rate :
2.5
We already talked a little bit about Impetuous Protege in the Proud Mentor review so you probably know that I’m not a fan. On defense, a 0/4 for 2R looks harsh. On offense, you cannot really predict how much damage he will actually do, which is bad if you want to elaborate combat strategies few turns ahead. Assuming he’s a 2/4 on offense must of time seems okay at first glance, but likely wrong if you take the time to analyze how plays out a Limited game of Magic most of the time (until a couple removals come to ruin the party). “I play this guy. Ground is stack. Non attack.” “Go. For my part, I’ll play this dude. No attack. Go”. Typical.
If your team play white, then you’ll have the Mentor so Protege would become much better. Note that it also has a cute interaction with Claustrophobia tapping clause. At the end, as a red card, on its own, I found Impetuous Protege to be the less valuable partner creature. At least he’s another warrior to add to your deck… Oh no, I forgot, Chakram Retriever exists. Damn Dog.
Rate :
1.5 in regular decks
3.0 in RW/UR decks
I don’t think this goblin is especially good without any form of cheap evasive creatures in your deck (AKA Kitesail Corsair, Daggerdrome Imp and Wandering Wolf). However, since it does boost something the turn it enters the battlefield, you’ll actually get some value out of it pretty quick. In counterpart, it gives you a close to irrelevant body for the rest of the game, since a 4/2 doesn’t look good in this format.
I guess Battle-Rattle Shaman is also good with first strike creature though. Oh yeah, true, there’s like close to zero one in the set…
Rate :
1.5 in the RW decks
2.5 in UR/RB/GR decks
When I see an Act of Treason effect in a set, I’ll always seek for any form of sac outlet to pair with. Unfortunately for Enthralling Victor, Battlebond isn’t stack of those. Outside of Culling Dais and few black rares/mythics, you won’t find anything pleasant. I still think Enthralling Victor is as a playable warrior though. Just no the better 4s out there.
Rate :
2.0
Again, we’ve already talked about Chakram Slinger in the Chakram Retiever review and we conclude that this creature is a just acceptable to fine overcosted pinger. At its defense, it can survive to some key removals in the format (Pacifism, Rebuke Last Gasp, Shock, Chain Lightning, etc.), and then still maintain a significant damage output on a ground loaded board. For this reason, it’s possible that even without its dog companion, I would consider to run this card in a midrange/control list. It’s a good way to reach the win in the mid to late game.
Rate :
2.5
This guy has a nice design. It's a good way for red to finish the game. Statistically speaking, it's a little underwhelming, but still. If you untap with this guy a couple of time and are permitted to attack you some creatures, you should win the game pretty fast. Sharp top-end! Costing 7 is the only aspect that drives it back a little.
Rate :
3.5
So Battlebond has its own Glorybringer, right? This being an uncommon and virtually cost 6 or 7 mana is huge here. It snags one of opposing team's creature, while providing your team a must answer flying threat. It actually relies a bit too much on Assist, but it's definitely super great. I think it's among the most individually powerful nonmythic creature in the set even if it's super expensive. Some rares has to be jealous of Lava-Field Overlord.
Even if you teammate assists you on turn 5 to cast Lava-Field Overlord, it will almost feel like you're both, respectively, playing a monored Boltwing Marauder with no upside and a sorcery speed Electrify that draws a card at resolution (which is insane by the way). The only thing that can prevent this from being almost identical from what I've just described is a counterspell.
Rate :
5.0
Lightning Bolt, even at sorcery speed, will always be great in Limited format (even in Constructed, but that’s another story). This format is slowly shaping into something hostile for low body creatures with all those cheap removal spells pilling up. It’s not as good as Swords to Plowshares, but what is?
Rate :
4.5
This aura, as the other in the set, isn’t worth it. Just ignore it while you deckbuild and everything will be just fine. Even the cute graveyard interaction doesn’t save it from having a below 1.0 rating.
Rate :
0.5
I don’t anticipate Trumplet Blast to have a huge impact in Battlebond metagame. First, it’s an uncommon, so you’ll rarely see the anthem deck going off. Second, this format doesn’t look like it has the significant support to make it good enough. If you’re lucky enough to have a deck that can empty its hand on turn 5, then Trumplet Blast will be good in your deck. If not, you’re better not running it. I guess a deck whit multiple Borderland Marauder, Sickle Dancer and some Rushblade Commander does exist.
Rate :
1.0 in regular decks
2.5 in the BR decks
Oh god, Blaze is so great in here! Looking at the rare and mythic, I think it’s the best red card in the set, period (Maybe only Rowan Kenrith is better, but I’d say it’s arguable), and probably the best nonrare, nonmythic card as well. It’s good at any stage of the game past turn 2 and able to eat a third of the opposing team’s life total by its own if needed. Super strong removal, win condition spell.
Rate :
5.0
I predict Blood Feud should be pretty good in a 2v2 format, even if it's only sorcery speed. Everyone is going to be jamming powerful creature on the battlefield and this brawl card is going to provide you tons of 2 for 1 if your patient enough. If desperate, it's still an expensive fight spell, which is not completely unplayable.
Rate :
3.5
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Initially design to be paired with soulbond creatureS in Avacyn Restored format, Wandering Wolf now looks good as well in a format full of +1/+1 counters synergies. If my expectations are on point, it’s going to be one of the best common 2s in the format. It has synergies with few other cards as well, such as Battle-Rattle Shaman, Dwarven Lightsmith and Unflinching Courage.
Rate :
3.0
Kraul Warrior is good. This kind of ability is exactly what 2s need to get in the red zone during the late game. Just the threat of activation is sometimes more than enough to get by and deal few extra points of damage. Like previously mentioned, it also has a useful interaction with Pathmaker Initiate.
It still worse than Quilled Wolf from the Shadows over Innitrad format (and in a less aggro environment), but still a pretty solid playable.
Rate :
2.5
Elvish Visionary looks real sharp in Battlebond. Getting a body and a card for 1G is no joke. When use in multiples, they are going to act as glue for your deck and ensure you actually draw your best cards and provide you the time you need in order to cast them. No reason not put them into your deck unless you’re on the super aggressive train.
Outside of it not being playable in hard aggro, I think Elvish Visionary is very well positioned to be the best nonrare, nonmythic 2-drop in the set.
Rate :
3.5
This spider has some good defensive stats and does benefit from a useful keyword ability. However, I don’t particularly think it will impact the format that much. It, Omen Speaker and Kraken Hatchling are just there to make sure 2s aren’t going too crazy, too fast. Oh, and Kitesail Corsair certainly isn’t going to like this card.
Rate :
2.0
This guy is monster in this format. Pure cornerstone of a warrior! Since it’s a 3/3 for 2G, you shouldn't mind if its ability give a land to each player at all. All you want is to get your fixing going on, so all your splashy bomb spells can be cast on time. This is what this elf is about. If you’re just a little bit lucky, while you’ll be getting your precious 3rd type basic land, your opponents are just going to fetch for a random land for their (let’s say boring) 2 colors deck. This is how you should get advantage of Jungle Wayfinder in this format. Paired it with some Fertile Ground, Fertilid, Karametra’s Favor, Stadium Vendors and Veteran Explorer and you should have some fun.
In last, it's important to note that if you have multiples of Jungle Wayfinder in your deck, your teammate is probably going to be permitted to splash for a 3rd third color as well... without even playing green.
EDIT : That last part ended being pretty important at my prerelease event since I was permitted to play Grixis control as my teammmate was playing a RG stompy list featuring 2x Jungle Wayfinder (and has couple of Omen Speaker and a Reckless Scholar myself to help find my two red sources). Note that we never helped our opponents that much with the Jungle Wayfinder, since they all had regular allied color pair decks only. For our part, we were making sure I could play our red removals as well in the process.
Rate :
4.0
If I had to compare Hand of Silumgar and Daggerback Basilisk, I would say they are from a complete different world. Basically, the last one gets an extra point of toughness for 1 more mana, and lose the warrior tribe in the process. Pretty sad story. It still can trade with massive ground bomb so I won’t disregard it too much, but still.
I feel the green 3-drop slot could had receive more love from the R&D department. At least, there’s some juice in the multicolor section, which we’ll be looking at later on. Verdict: Just above the 1.5 rate.
Rate :
2.0
Another (kinda) Basilisk creature. Although, this one is quite good. Light Walker, Wandering Wolf, Daggerdrome Imp and even Kitesail Corsair are going to be happy alongside this pink lizard. While its own body is kind of weak (thanks to Eyeblight Assassin and Wrap in Flames), the +1/+1 counters it put right away on your (or teammate's) synergic creatures worth it. It should be serviceable in any Abzan colors iteration.
Rate :
2.5
So Garruk’s best friend is back. In a format where hang some offensive auras like Lightning Tallons and Unflinching Courage, you may think it could worth it and try to assemble a hexproof deck. In a Sealed format, be aware of the following risk though. If for example, you open one Primal Huntbeast and a bunch of auras, it could be critically dangerous to try to jam them all in and hope for the best. At the opposite, if you have, let’s say, three Beast and one Lightning Tallons, you’re probably gonna be reward at least a few times if you try to run them. With that said, don’t fall in the hexproof trap, please don’t. Unless you’re living the dream and have multiples of Beast, Unflinching Courage, Lightning Tallons, Battle Mastery and bunch of Elvish Visionary and Jungle Wayfinder to glue it together (and even then), I don’t see how it can turn good for you.
About the card itself, when it is on its own, I would say it’s a filler at best. In fact, I don’t think hexproof means something on such a poor body rate. Try to avoid them if possible.
EDIT : Someone in the comment section (thanks again by the way) brought the point that Primal Huntbeast could benefit from having few counters on. I had to admit, it looks tempting. Maybe I was missing something here, even though this creature seems a little high on curve to be a reliable counter's host. All in all, few counters producers in your deck should definitely help raise its value.
Rate :
2.0 in regular decks
2.5 in the GW decks
Creature that force bad blocks are generally good in Limited. Even more when their stats are the guideline of the format. Looking forward to slot some Charging Rhino into my green deck.
Rate :
2.5
Not having 7 power (like Primordial Wurm) could have been a huge deal with this card’s evaluation if the format was a usual 1v1 format, because in terms of clock it’s the difference 3 and 4 turns. In Battlebond, your team will benefit from having 30 life so it shouldn’t matter that much. I’d play one of these with no regret if my team didn’t have any other option. In fact, it’s not bad as the 23th card of your deck. I don’t think this scenario will happen very often though, since green card quality is so damn high.
Rate :
2.0
Two-Head 7/5 Beast with Trample? Is this a secret message to its player base? WotC trying to be funny, lol. With that said, I don’t think the card is particularly strong compare to blue and red biggest common assist creature. It’s fine and align well with the other ones, but I’m a bit disappointed by its powerlevel. I though green would have gotten the best one and by far. Still playable though. With the same metrics we used before, analyzing this as a splashable 7/5 trampler for 6 makes it look like a great deal.
Rate :
2.5
Another of the few classics in this set, Giant Growth. No need to teach anything here. This pump spell has such a good ratio +P/+T versus its cost that it’s clear how much of a blast it is. Any green deck should find at least one slot for a 1-of Giant Growth.
Rate :
3.5
I do think Fertile Ground has a safe spot into green success in Battlebond even without Arbor Elf at its side. There’s no shenanigan available (except for Seedborn Muse) in the set but just providing a cheap and easy way to fix your mana will (as always?) set green as the fondation for tons of 3-colors lists. Alongside with Jungle Wayfinder, Fertile Ground will make sure all you salty bomb get hit the board as you planed it.
EDIT : This ramping your teammate on turn 2 or turn 3 was an interaction I missed at first. It felt really powerful when I saw the opposing team I played against doing it.
Rate :
3.0
Shoulder to Shoulder is what Lead by Example is not. Yeah, the +1/+1 counter rate is superior on Lead by Example, but the fact that it creates card disadvantage is insurmountable in my opinion. Even if my deck was super heavy on the counters theme, I’d try to avoid this spell is much as I can. The instant speed gives it a little boost as a potential combat trick, but it’s still sketchy…
Rate :
1.0
Man, this card’s name… Oh my god. Whatever, card quality speaking, this spell if great. In fact, it looks like one of the strongest fight spell (with actually no fight involve) we’ve ever seen in Magic’s history. Rabid Bite was good. In fact, Rabid Bite was great, super great. I think Combo Attack (omg, I’m dying inside just saying it) is, considering it’s going to live in a 2v2 format, almost as great. The negative part of it is that your team absolutely need two creatures in order to simply cast the spell. So this being stuck in your hand might happen sometimes. However, the powerlevel of it when it does connect is enormous. Again, super push green card!
Rate :
4.0
Not really sure why Skyshroud Claim is in there. Since I doesn’t even fix your mana, I’ve the feeling it wasn’t needed. Certainly not needed for GW counters deck, but also not needed for the base green deck that want to ramp and splash for bombs. Maybe it’s for those who will open one of the few rares, mythics that cost 8 mana (Magmatic Force, Tidespout Tyrant or Archfiend of Despair). Or maybe it’s there to help deploy all your overcosted partners? I don’t know. With that said, I’m not optimistic about Skyshroud Claim in this format. Still an acceptable filler if your curve is high, but I’d rather just have a spell that actually affect the board.
Rate :
1.5
I guess green won’t have problems dealing with opposing Pacifism and Claustrophobia. I’m making jokes, but man this spell is real good in a 1-game-per-match format. It’s so versatile this it almost feel like a regular kill spell. On top of it, it’s castable at instant speed. Pretty nuts 1-of naturalize/plummet spell.
I just wanted to add this. Do not let this spell affect your evaluation of enchantment removals in this set. It’s just one, color-restricted, common spell on the whole bunch of spells out there. Don’t worry about it too much. Fact is, people tend to underestimate this kind of effect (especially in prerelease events) so you shouldn’t see a lot of Return to Earth this weekend. Don’t forget to put one into your deck though.
Rate :
3.0
Another nice ramping/fixing card for green, and this one has been brought back from Weatherlight with a brand new (sweet) art! I never played that card before (since I’m not really into EDH) but I found it so weird that it fast-forwards everyone two turn ahead.
This little scout soldier should no doubt bring some exciting gameplay experiences. Really intrigued about how it will do exactly. In any cases, I think it’s safe to predict that it’s going to have a pretty positive impact on its owner’s (and teammate’s) game since they’re going to be prepared for it.
Rate :
3.5
The guy is pretty simple and effective. The more warriors your team have in their decks, the more it becomes nuts. Insanely nuts! As long as your team runs 12+ warriors, I’ve absolutely no problem imagining this bear becoming 5/5 or 6/6 at a reasonable rhythm as you reach the mid to late game. Really busted Magic card!
Rate :
4.0
This seems like an okay playable. At first, it would be a 2/2 that can benefit from havint counter of it as it enters the battlefield. So it can gain Deathtouch with Soulblade Corrupter and can gain Flying and Vigilance with Steppe Glider. It can also grows Enduring Scalelord byt itself, just as I comes into play. Outside of this, it’s also decent on its own as another green ramp/fixing spell. Average scenario should looks like: Turn 3, you play it. Turn 4, you attack if able and sac it at the end step of the opposing team. Turn 5, you block something with it and sac it before the damage phase. A bit costly, but it proves itself to be a pretty okay pattern that creates card advantage and does make it desirable for most green deck. Average playable!
Note that you sometimes are going to keep him alive for a couple more turns if you have the GW counters theme going on.
Rate :
2.5
Since we already talked a bunch about its partner (that fit so well whit it), I won’t eternalize myself too much.
What is interesting about Ley Weaver is that it wants you pretty bad to chain into its partner in a specific order. Going Ley in Wore should feel great, but going Wore into Ley may give you a little too late feeling. Even if it would still be great, like previously discussed, Ley Weaver should, in ideal scenarios, hit the ground first. Then everything should come easily: Its partner, but also everything that is in your team’s hands. I would had prefer Ley Weaver to have great defensive stats, like Karametra’s Acolyte for example, but it’s still pretty playable.
Rate :
2.5 in regular decks
3.5 in the UG decks
I anticipate Hunted Humpus to be safe not playing. Despite a 6/6 for 3G looks strong, giving the opposing team potentially two free bombs a couple turns ahead looks atrocious (even if your teammate would also has the opportunity to drop something big). It’s too much random to be reliable and I don’t like casting spells that can make me lose the game. I’d rather look elsewhere to find my playables.
Rate :
1.5
As a Saddleback Lagac with different parameters (costing one more, having less power, more toughness and being a warrior), I see Soulblade Renewer as playable card at best. Even if my team was not playing black, I could myself lurking at it just a little bit, since it does bring your team (I mean the creatures on your board) to the next level. However, a 2/2 for 4G is unimpressive and should feel lackluster most of the time.
On the other hand, if your team has access to black, it takes a whole new dimension. Chaining Renewer into Corrupter or Corrupter into Renewer should feel good into most GB decks. Definitely worth inclusion at this point.
Rate :
1.5 in regular decks
3.5 in the GB decks
So there’s a beefy Hexproof creature in the format. Though to say if it’s going to be great since in is prior set, Battle for Zendikar, green was seen by a lot players as (completely) unplayable. So I think this Beast has been underplayed a lot since its initial release. However, I would say green being unplayable is certainly not a concern in Battlebond. In fact, I think green is the best color, alongside with black. For that reason, I think giving a shot to Plated Crusher is pretty safe. Expensive and green restricted, but still massive and powerful.
Rate :
2.5
FWIW, Feral Hydra was rated as rare in the Alara block. In here, as an uncommon that live in a world full of +1/+1 counters synergies, I don’t it looks pretty at its place. Also, the activated ability does feel Batlebond since every player would be able to activate it.
Most of the time, I’ll be looking to cast Feral Hydra on turn 3 or 5. In those two windows, it get decent stats and then can start growing up as the game progress or at least threatened to be in during combat phases. Later in the game, it should also be quite a joke to jam an 8/8 creature in, especially if you deck run a couple of Steppe Glider.
Rate :
4.0
Aim High was strong in Shadows over Innistrad since the format was filled with small efficient creatures. Battlebond will be less of a hostile, aggressive format and this should have a negative impact on the powerlevel of this card. Still payable though. Reaching threats is green’s way to deal with opposing flyer. Untapping as giving +2/+2 is also a sweet ratio and surprise effect (even against nonflying creatures) for Aim High.
Rate :
2.0
I think this aura isn’t the most effective ramp/fixing spell in this format, since it forces its caster to have a body out there it order to use it. It’s a tiny bit against the Player-A-is-control and Player-B-is-aggro concept and I don’t like it. At least it can target any creature (ideally one that belongs to your team, lol) so you can draw a card. I just doesn’t really get why it’s in here (and also as an uncommon card).
However, if you play more of a midrange bid brother deck (as the control deck of your duo), with Elvish Visionary, Jungle Wayfinder and stuff for example, then it may be become helpful. I’d try to avoid it is possible though.
Rate :
1.5
I would say Pulse of Murasa worth an inclusion as a 1-of in any green deck out there. Not being playable in multiples does affect its final rating, but it’s still an effective way to regrowth your best dead creature and slow down damage output. Note that your teammate’s creature cards may also be targeted by that spell, so there’s absolutely no problem putting it into the control deck of your team. In fact, I think it’s where it belongs.
Rate :
2.0
Is Beast Within good? Is Beast Within not good? This is the question. In my opinion, it’s somewhere in the middle. It’s good at killing opposing bomb creatures and planeswalkers at instant speed. On the other hand, it’s pretty bad at killing anything that cost 4 to 5 or less. At its defense, if you are willing to sacrifice it, it can also turn one of your land into a 3/3 flash creature. Overall, I wouldn’t say Beast Within doesn’t that bad in Battlebond.
Rate :
2.5
I’m skeptical about this card power. It want to looks a little bit like Overrun but I found myself having some problems identifying a cost that could be describe as efficient. Casting The Crowd Goes Wild for 2G would be like a pretty bad Shoulder to Shoulder. Casting it for 4G also concerns me, since I’m not 100% sure I going to have 4 creatures of the board very often. It also fells too much win more to me. And at the end, casting it for less more than those specific cost is unthinkable. After analyzing its scalability, I found The Crowd Goes Wild pretty meh and barely worth a passable rating. Designing it as an instant would have save the card, but as a sorcery, it’s just bad.
Rate :
1.0
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Another card that should bring every happiness. If your deck has no synergy going on, I think this dude is perfectly reasonable to fill your curve in the early game. Outside of premium (overall good) options (like Oreskos Explorer, Kitesail Corsair, Hand of Silumgar, Reckless Reveler and Elvish Visionary), I’d be looking at this guy if I was in that position. It’s just boring, generic playable.
Rate :
2.0
This artifact wall creature is another cheap 0/4 body to add to this format. Having reach and being colorless is a nice bonus when compared to Kraken Hatchling. Nothing wrong (nothing too fancy either) with this defensive creature.
Rate :
2.0
It seems like R&D wanted to make sure everyone has access to reliable defensive creatures in this format by making so much colorless ones in addition to those in each color pie. I had to say this one looks like it’s among the best out there though, since it’s colorless and able to attack while not committing yourself defensively. Getting a Yatian Warrior would have been sweet, lol.
Rate :
2.5
I’m not making any mistake by stating the creature is bad. I don’t understand it in terms of design point of view (what’s the point with each combat, I don’t get it), neither in terms of utility in the format. The guy is originally from Kaladesh block and I do have played Kaladesh Limited. But I haven’t touch Aether Revolt, so maybe there’s something I’m missing here. With that said, I’d be pretty shock if I see a lot of those construct creatures hanging around this weekend. Borderline unplayable.
Rate :
1.0
A simple 3/3 for 4 is not what I’m looking for in this format. Gaining 3 life as an entering the battlefield bonus isn’t quite appealing either on this type of body. Easy pass.
Rate :
1.0
As for Peace Strider, isn’t quite appealing. At least, it does feel like it could belong into aggressive lists. For that reason, I could see someone having interest for it assuming his deck is in the RB super aggressive warrior scheme. Outside of this, it’s another easy pass.
Rate :
1.5
Millennial Gargoyle looks serviceable in this set. Note that it seems especially welcome in the blue decks since they clearly lack in 4s and ways to deal combat damage in the mid game. It should be also decent in GW since it’s another accessible flyer that color pair is permitted to put counters on. Safe payable here. I may be over generous on the rating here, but I found its versatility among color pairs interesting.
Rate :
2.5
Another decent artifact creature here. 4/4 for 5 mana with no ability aren’t close to anything I’d call busted, but since 4/4 seems to be the critical line between creatures pilling up on the board and creatures starting to attack, I think Stone Golem is a fine filler for your deck. Unfortunately, it hasn’t ages as good as Earth Elemental, but it’s still potent during most combat phases.
Be aware of it being artifact is pure downside in this format, since naturalize effect and Reckless Reveler are going to out tempo you sometimes and that there isn’t any artifact theme going on like it is in Dominaria (with the historic matter) for example.
Rate :
2.0
This last one is too big, too late. An overcosted 5/7 vanilla creature isn’t going to get you anywhere unless the opposing team is already losing by themselves. I’m sure there’s better things to do with 7 mana in Battlebond. You should look elsewhere to close your deck.
Rate :
1.0
The first Tyrant’s Machine in my deck has a pretty good rating. The second one? Much more worse. The activated ability cost a lot and, in fact, restricts its owner capacity to use it. For that reason, the second copy you’ll draw will very often (at least until the very late game) be useless. So I’ll share my rate, but consider it has been trim down a bit due to that restriction, because otherwise, it would have been higher (I’d say 3.0 to 3.5).
Rate :
2.5
I’m not pretty high on mana rocks that cost 3 or more unless they produce more than one mana. The scry part is trying to compensate for it, but doesn’t contribute enough in my opinion. So unless your deck is really stack with high curve and you lack of ways to get to them, try to stay away from Seer’s Lantern. Only giving colorless mana is also not negligeable as a downside.
Rate :
1.5
Listen to Louis-Scott Vargas, always play Juggernaut. Even there’s only a few Wall in the set. Always. Regardless of what your deck is about. I would back this statement all day since Juggernaut generates such a good damage output and with a bunch of costlier creatures.
Rate :
3.5
This chimera, all the way back from Journey into Nyx, is a monster of a threat. There’s very few creatures that can compete with those evasive stats, at this rate, in the common and uncommon sections. In fact, there’s only Nimbus Champion and the few dragons (among which only Noxious Dragon and Lara-Field Overlord are one color creature) that are on part with it. Angel of Retribution does eats for diner, but does cost an extra mana. Pretty good win condition for any kind of decks. Like it, love it, play it.
Rate :
3.5
I don’t really understand how this card is going to shape in this format. My initial thought tends to see it as a card that help everyone, but not in the same way as Jungle Wayfinder or Veteran Explorer for example. In fact, you have very few control on how it will turn out once you cast it, so it could be risky in some scenarios. If your team is going to cast more creatures in this specific game, then you get out of this as the winner. In counterpart, if for some reasons (that should be mostly due to random factors) you and your teammate end up having less creature to cast, then the opposing team is going to take the deal. And all this because of your card. Seems pretty risky to me. It may be possible that the counters theme can shake this up, but still, I think I will stay away from this one.
I haven’t play Mirrodin Limited, so maybe I’m wrong on this. So please tell us your experiences with the card if you have so we can all (I mean most of us) learn something. My feeling is that Genesis Chamber is more of a combo card that wants to abuse creatures ETB more than something you would want in a regular Limited deck. Like I said, maybe I’m wrong.
Rate :
1.0
I feel like I talked about Culling Dais a lot in this review, but that doesn’t necessarily means it’s great. In fact, I think it isn’t even good if you haven’t tons of Doomed Traveler, Doomed Dissenter, Enthralling Victor or Riptide Crab. I guess you’ll sometimes going to need another 2s for your deck and Culling Days can still get the job done of a decent 1-of. Nothing more than a filler in most deck though, so it end up with a borderline rate.
Note that it could be interesting to try it out with Genesis Chamber, though I’d be scared how much I’m actually helping the opposing team while trying to draw additional cards.
Rate :
2.0
Like I mentioned into Seer’s Lantern review, I’m not quite a fan of mana rock that cost 3 and produce2 minimal amount of mana to ramp. This one, as the opposite of the lantern, does fix your mana though. Not really sold by this fact though. I think the scry part is even better in this format. All in all, Spectral Searchlight and Seer’s Lantern are pretty interchangeable.
By the way, I found it quite funny that this card is one the few that actually care about helping other players than you and that isn’t an original Battlebond card.
Rate :
1.5
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This crab is fine. It’s not bad on its own and is able to create card advantage with Culling Days. And having Vigilance does provide him a decent defensive body. Not the best among multicolor commons, but still a passable card to put into one of your deck since it replaces itself. It’s just nothing special.
Rate :
2.0
I’m high on this flying specter (yeah, I know it’s a drake, but look at the art!). Spending 3 mana for those flying stats, even with the small downside of being force to attack every turn, should feel rewarding every single time. My only disappointment is that, since Urborg Drake being restricted to the UB color pair, you shouldn’t normally be permitted to boost it up whit some +1/+1 counters. However, Urborg should be proud of this one. Invasion uncommons were strong!
Rate :
3.0
Is Auger Spree the best common in the set? It’s possible. I’m not giving it a 5.0 rate since it’s restricted to RB, but maybe I should be. Anyhow, it’s certainly a 4.5+. Be aware that this is spell is powerful, damn powerful. It kills about 85% (if not even more) of the format’s creatures at instant speed and can also act as a pseudo burn spell, to cast before the damage phase, if one of your creature is unblock and threatening to be lethal with those additional temporary points of power. Really glad to see this brought back again to influence and help define a nice Limited format.
Rate :
4.5
Statistically speaking, this guy is no joke. I would be looking forward to play bunch of these rhinos in my Limited Sealed deck if I was permitted to. Not really know what is exactly RG main focus though, except being big and strong (which in fact, as I looking through the set, may be just this). Still, solid warrior playable!
Rate :
3.0
Centaur Healer is exactly what you need in this format. Decent stats in order to block the 2/X and trade with the X/3 of this format, an entering the battlefield triggered ability that is well rounded for the cost and a way to slow down opposing waves. Don’t think I will ever cut one of these from my GW decks.
Rate :
3.5
In progress...
A decent defensive (and aggressive?) creature. I don’t remember playing this sphinx in Return to Ravnica so I don’t really have any bases of evaluation for this one. I do anticipate it’s going to be okay since there’s no doubt 5 flying toughness is helpful in this format with all 4/4 flyer haging around. The attacking creature trigger is a nice bonus since it has Vigilance and isn’t commit yourself defensively when going into combat. However, there’s a few multicolor commons I like more that it, so it’s no big deal. Just a decent playable that can become good if you have a couple of cheap flying creatures.
Rate :
2.5
This is not the best one they’ve brought from Alara block. The lack of instant speed hurts and when compared to Painful Lessons (which is only a common by the way) or Opportunity, Kiss of the Amesha looks grossly underpowered. I think it’s still serviceable (at best) in some decks since it represents card advantage, though it’s not high on my list at all.
Rate :
1.5
This horror is a monster of a spell. This one, I do remember playing in Limited RTR/GTC/DGM and MM17 as well. Having the critical 4/4 stats is big here, but its ability is a huge part of its unique power. Bouncing any permanent looks great here and when almost every player at the table starting to get hellbent, he becomes pure gas. It just need a little bit of timing and patience. Creatures that can vindicate something as it ETB are dope!
Rate :
4.0
Another bomby assist creature. This one doesn’t look as good as Lava-Field Overlord, but is still great anyway. Getting back a key piece of removal or a threat that has been dealt previously is huge on such a proactive body. Just think of how good is Ghitu Chronicler in Dominaria at the moment and you will understand Vampire Charmseeker’s power. Although I feel blue lack a little bit in terms of interesting noncreature targets, black should provide you plenty.
FWIW, if you’re lucky enough to pull some of the rare nonbasic lands or have an teammate that provide you some extra basic lands (thanks to Jungle Wayfinder), I think this card has a super high potential in a Grixis control shell.
Rate :
4.5
Rushblade Commander seems super push, since in the right warrior deck, it’s going to be a real nightmare, providing haste to even warriors your teammate control. As a regular 2/2 haste creature, it’s going to be much more reasonable though. Its power will really depend on the content of your pool. So it’s certainly the kind of card that deserve two separate ratings.
In order to worth the second rating, I think your team need 15+ warrior. Otherwise, its ability (affecting other creatures) could become flavour text pretty often.
Rate :
2.5 in regular decks
4.5 in warrior decks
This azra warrior has a never seen before design. For this reason, I think it’s pretty hard to evaluate. At first, I would say it’s great, since it has the power to generate repetitive card advantage, has real potent stats on its own and tribal matters as well. On the other, instant speed removals can backlash its owner pretty hard. If I was about to use its discard ability as if it was a simple looting ability, I would make sure my opponents are either tapped out or low in cards. I could also see myself discard extra lands without thinking too much about it. Just be careful if you try to discard actual spells with Azra Oddsmaker.
Also, note that you'll need some evasive creatures in order to abuse its ability to its full 4.0 rating potential. Daggerdrome Imp and Screeching Buzzard should love to play with this card.
Rate :
4.0
Another 3/3 for 3 creature in the multicolor section. They seems all over the place! Since the first we saw, they ended up being all good and this one is no exception. As a 3s warrior with a pump ability, Relentless Hunter looks fine. While the ability is bit costly, the threat of activation should by itself do the trick in the early stage of the game. Not the best uncommon one out there, but still a fine playable and another warrior for your army.
Rate :
3.0
This dragon is pretty sweet. I want to live the dream and kill my opponents with it and Blaze. Other than that, Savage Ventmaw seems solid as well. It represents a must answer threat most of the time and can help unloading a hand full of expensive spells. In a regular format, you will normally reach a stage where the mana ability doesn’t help you anymore. However, in Battlebond, the extra mana can also be used to support your teammate into casting his Assist spells. In my opinion, it’s a pretty fun bonus on an already good card.
Rate :
3.5
I would give Unflinching Courage a pretty good rate in this format even it certainly won’t be as good as it was in Invasion (when it was called Armadillo Cloak) on the other hand, it should anyhow found its way into a bunch of decks since it’s so good at turning almost every creature into veritable monster and some other into nightmarish road to defeat for your opponent(s) when unanswered. With Primal Hunbeast and Plated Crusher, there’s also a chance you can live the dream a having big hexproof, trample, lifelink creature that simply just can’t be answered.
Just be aware that it can be risky casting it if there’s a couple of open lands and cards in hand on the other side of the table. However, when you at least connect one time with your enchant creature, it should mitigate a good portion of Unflinching Courage possible 2 for 1 drawback.
Rate :
4.0
Another one of the counters pay off spells in this set. As any other 4/4 flyer in the format, it’s simply statistically good. Its ability in counterpart is not as great as other cream options like Nimbus Champion for example (what is as great as Nimbus Champion anyway?). However, I do think this ability should be relevant in most games Enduring Scalelord will be involve in. I think this is true since GW is so good at putting counters while just playing a simple, normal game of Magic. In my opinion, this should ensure Enduring Scalelord will be on par with Savage Ventmaw.
Rate :
3.5
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It seems like strategy-wise, there are a lot of rares in the set that will steer people towards the GW +1/+1 counters archetype. You were down on a couple of creatures i really like for that strategy, Plated Crusher and Primal Huntbeast. I absolutely agree that outside of a single Unflinching Courage, auras/equipment are NOT the way to go here. But if the GW counter strategy is strong, wouldnt putting those counters onto a hexproof threat be solid for the late-game? even the 3 green pips wouldnt be too hard with the abundance of green nerds that let you fetch lands, most of which come in untapped btw (try to take advantage of that).
I also like Huddle Up, depending on how you pair up your colors. UB has really the only reliable draw. If one partner is running a combo without 1 of those two colors, it could help with the draw they need.
There are only 2 sweepers in the set, both at rare. Heaps of spot removal. I am thinking that playing a GW counters deck alongside a RB warriors deck, and putting the best removal in each might be a very strong creature-heavy strategy. Of course, it all depends on what rares we luck into. I am curious to hear your thoughts on best color combos, and which of the 5 colors is the best to splash.
About the cards, I don't think Plated Crusher has been put in Battlebond with the counters theme in mind, at least not very much. Also, I didn't knew that I went as down on it since I kind like the card in the format. A 2.0 rate is a fine playable, so a 2.5 is good. I'll reread myself just to make sure my review respects my personnal evaluation of the card.
As for Primalhunt Beast, you're right! I think it's worth to mention that it get better in the GW deck. I missed it. Good point.
In last, about the best color combinations in the set, I was precisely planning to do it after the Multicolor review. Let's see if I'll have enough time to write it down before friday night. As a sample of it, I would say GB looks solid. It can also function well as a fundation for a great 3-colors deck (any combination, it depend on your bombs and removals). UB seems good as a pure control deck, but I think it can lack in removal spells is your black pool isn't loaded. For that reason, I quite like BR as the best control shell. It has lot of removals and they're all great. It's strange beacuse BR has also the necassary tools to build a hyper agressive deck.
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This is the link from WOTC about the Battlebond limited environment
https://wpn.wizards.com/en/products/battlebond
About what you said, wow... I wasn't aware of this fact. I litterally just assume they were going to do as same as always. For example, I just 3-0'd a Dominaria THG prerelease event in which my teammate and I opened up 12 packs of cards. 6 packs for 2 players seems wrong... Kind of dissapointed by this fact.
EDIT : From what I heard, it seems like there's going to be some shenanigans among pack contents to facilite deckbuilding. For example, a pack could be loaded with GW counters theme cards, while another one could be loaded with RB warrior theme cards. This could dramatically change the creativity among archetype deisgn. I'm really intrigued about this. And fearer at the same time... I don't want WotC to build (not literally, but you know what I mean) decks for my team. I want space for creativity and imagination. It if they actually manipulate the booster packs, it's almost like they're just giving you a random preconstructed deck. I trully hope I'm exaggerating. However, it shouldn't affect most of my card evaluations since I took the time to analyze each one individually and only then try to put them into possible scenarios (which most of them consider ally color pairs anyway). GB may not be such a thing though. It's sad, since I really think it would have been the best color combination in a regular 8 to 12 packs THG Sealed format.
On top of that, I'm also worried about the traditionnal Player-A-is-control and Player-b-is-aggro strategy.
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you said you were playing tonight. I'm not playing until sunday. i would be interested to hear your thoughts after you play some games.
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Anyway, quibbles!
I think generally you overrated mediocre ground creatures. In my experience playing 2hg, 2-drops can sometimes be necessary but are often dead weight because the ground becomes a board stall very easily. Cards like champion of arashin I would say are closer to a 1.0, and aurora champion I would say is more like a 2.0. In 2hg those creatures will almost always get to attack exactly once.
angelic gift is a totally fine, solid playable imo. evasion is absolutely crucial, and it's easier to get this out of your hand when your ally can play a creature for you to attach it to. This basically turns a creature from being a fairly mediocre ground blocker to a must-answer threat without costing a card.
Probably a 2.0 or 2.5.
take up arms is still 3/3 for 5, and there aren't THAT many warrior synergies. It's playable but I'd taking pacifism over it 100% of the time. 2.0.
Fog bank has flying, and it's probably quite good, more of a 3.5+ imo. also it doesn't work well against tramplers - it only blocks 2 damage. But at least you don't lose the creature.
lore weaver is fine but it's not a 4.x, the tempo is just too slow the turn you play it to be a bomb. More of a 3 or 3.5 I'd say. Often the ability will never get activated and then it's just a wonky striped bear - and not even that, if you draw his other half first. If neither player is playing green I'd say this is very bad tbh. Also - being in UG is not a requirement at all. Ideally I think you want one person in UX and the other in GX, so you can cast them both the same turn.
nimbus champion is good but it's not tetzimoc ffs. Probably more like a 3.5-4.0.
sickle dancer is a 2.0, tops. These sorts of creatures are just bad in 2HG.
eyeblight assassin in a 2.0, tops.
I think you're also kind of misevaluating assist. There's no reason why your ally couldn't pay all but the one-two colored mana in the cost, his mana is just as good as your mana. So just shaving off one mana is a weird way to evaluate them. Basically they're great when one player is flooding because they can help their ally who is trying to empty cards from their hand. It's more of a consistency thing than a discount thing.
painful lesson is a 2.5, tops.
swarm of bloodflies is probably going to be a 4.0. That card demands an answer QUICKLY.
azra bladeseeker is good but it's more like a 3.0.
msgma hellion is more like a 2.5. 4 toughness is not insignificant and board stalls are likely to make it worthless.
I suspect lightning talons will be at least a 2.0. Turning a 1/1 token into a not-insignificant threat - or a 1/1 flyer into a must-answer threat - is reasonable even if they have the removal. If my opponent uses his pacifism on my 1/1 I'm perfectly ok with that, even if I'm down half a card or whatever. With only 6 packs they'll run out of removal eventually.
battle-rattle shaman is going to be very annoying. It's basically bonesplitter than can hit allied creatures. As long as someone's got a flyer, it's a big problem. Easy 3.0+ for any deck.
boldwyr intimidator is a 5/5 for 7 with an ability that does nothing except when attacking and costs a ton of mana to get through for damage, all of which is for naught if he gets removed mid-combat and then you probably lose the game. 2.0 tops imo.
trumpet blast affects ALL attacking creatures, and could be a big swing with an all-out attack. I think it'll be at least a 2.5 and will lead to some major blowouts.
blood feud kinda sucks. Sure if they have 2 fat creatures that trade and you want to kill both, congrats, but more likely they'll have a 5/5 flyer and a 4/4 flyer and you get to kill the smaller one...for 6. 1.5 because sometimes it'll be great but more often I think it'll be a 6 mana mutiny. Ouch.
veteran explorer is a 1/1 with a symmetrical effect. Trash-tier 0.0. Maybe if you pull 6 in your sealed pool you do some crazy all-bombs deck, but it's uncommon so I doubt you'll ever hit critical mass.
Beast within a a 4.0+. Games of 2hg are not decided by 3/3 tokens in the late-game. This is an instant-speed answer to any bomb that turns it into a mostly-irrelevant creature token. Great card here.
urborg drake is a 2.5 tops. notice that you gave it a higher rating than phantom warrior, which is almost strictly better - warrior is completely unblockable and doesn't have to suicide-attack, or attack when you need a blocker, and it's one color instead of 2 (!!!). drake can block flying for 1 turn and it doesn't die to shock. Easy choice.
Thanks for doing a review! NOW DO RARES.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
About your re-rating, I have to say I kind of disagree on most of them, especially about Angelic Gift, Lore Weaver, Nimbus Champion, Painful Lessons and Veteran Explorer. This is totally fine though since, in fact, we all have the right to our own opinions . It's by sharing them that we all get better. Oh, and you're right, I've missed to correct interaction between Fog Bank and trample creatures, my bad. I'll correct this part.
FWIW, I think our opinions differ mostly because we haven't played THG with the same metrics. At least, this is what it looks like. Ground creature are still good in THG if your team build their decks right. It's a question of balance between aggro and control. Maybe it's going to be different in Battlebond since WotC decided we will only be given 6 packs per team... Normally in prerelease, we're used to have 12. And usual competive THG involves 8.
I agree that I probably overated Urborg Drake in a hurry to finish the set. I think they're in fact quite similar, so both having 3.0 makes more sense.
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Could have been better if we opened stronger rares, since the pool felt way above average in the common/uncommon section. The only difference between our final score and a 3-1-0 record was a greatly timed Negate (stopping a Return to the Earth) that let a flying Unflinchg Courage threat take away our winning window in the final turns. We ended up drawing that game because of that.
Felt good about the format as well! I'll be much more comfortable doing my color paired review with all the gameplay experience I saw today. I'll also in the same time take a little bit of time to talk about actual Battlebond seeded booster packs.
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At first, I kind of acknowledged your analysis of this card and welcomed it. However, a quick search among the set content made realise that, while as a general statement this is absolutely true, in Battlebond it isn’t actually a real problem.
In fact, there’s exactly 7 nonrare instant speed responses to this creature in the set, which among them 4 are uncommons. Those cards are Swords to Plowshares, Fumble, Gang Up and Beast Within. Among those 4 answers, I would say the only threatening one are StoP and BW. Gang Up will cost at least 6 mana in order to kill Boldwyr Intimidator, which is more readable. Fumble give you the opportunity to simply recast it post combat in order to put some defense back in the board. On turn 10+, this is an absolutely reasonable scenario in a warrior deck. Among the commons, there’s Rebuke, Call to Heel and Totally Lost. Call to Heel has the same problem as Fumble. About Rebuke, you can negate it by not attacking with Boldwyr Intimidator if you see some untapped plains on the other side of the table. The only real common concern then is Totally Lost (which cost 5 mana and is readable as well).
In conclusion, if you want to go all in with this coward killer, just keep an eye on your opponent’s mana. If there’s some white or blue mana up, you better wait before spending all your mana on cowards and attacking with everything you have. Also, I think that in general, going all in with Boldwyr Intimidator without thinking about consequences is just playing bad Magic.
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5.0 - The best of the best; so good I would swap colors mid-draft to make sure my team can use these two!
4.0 - Extremely powerful, but not unbeatable. Eminently first-pickable, worth splashing for, and will often turn the tide.
3.0 - Will almost always make the cut, but not necessarily a windmill slam. I would pick these over most solid playables, but not over bombs or removal.
2.0 - Fine filler, but will sometimes get cut. I'll take 'em if I can, but it's not a priority.
1.0 - Bad filler. You hope to get these cards as 13th and 14th pick and maybe board them in.
0.0 - Literally unplayable.
Now, as a head's up on how I evaluated this I took a few things into consideration...
1. You almost always want to split up the partners, as this maximizes a high-synergy turn where your team can cast both and rewards staying in ally colors to take advantage of multicolored cards.
2. Partners should always be considered to have "when you cast this, your teammate (or occasionally you) draw a card", and in a stalemate heavy format that is not to be underestimated. Almost all of these are a 2.0 as a default, because the failrate is that you develop the board or eat an opposing removal spell while putting your comrade up a card in hand.
With all preamble done, here's my take, going down the list in the order they appear in MTGSally's spoiler. First, the LEGENDARY RARES AND MYTHICS:
Rowan Kenrith and Will Kenrith: 4.5 - the twins are as close to a 5.0 as I think exists in this format. If your team reaches turn 6 or even turn 8 and casts these two, it seems near-impossible to lose unless you were ridiculously behind. They break stalemates, protect themselves, sweep the table, and generate insane card and mana advantage. With them it's more a matter of "how do I lose" so my advise is to stay above 5 life so you don't get Shocked out after casting them, and if you can only save one save Will (card draw and sheeping opponents is slightly more powerful than all of Rowan's nonsense, especially since opponents will play around her -2 once they've seen her). Oh, and the ultimates are even more a trap here than normal, as it will be extremely challenging to draft a deck that can abuse them. It's all about the +2 and -2 with these two.
Regna, the Redeemer and Krav, the Unredeemed: 4.0 - They're close between a 4.0 and a 3.5 due to the fact that they actually play really awkwardly when split up, and the format doesn't really support them being run together in Orzhov. Let's be real though; Regna is almost playable by her lonesome even if we ignored Krav's gametext and her warriors. In a stalemate format a 4/4 flying that draws your teammate a card is preeettty good. Don't sleep on Krav either, as a great pro player once said "1: Sacrifice your dude" is good as a way to mess with removal and opposing targeting. Any lifegain or occasional generation of warriors and the power of Krav and his cards is all just gravy. Unlike the above two, you will want to draft with them in mind though - you'll want to make sure Krav gets a deck with sacrifice fodder, and any random lifegain you grab is real good for Regna. If your cards align perfectly these two will play like a 5.0, but given their splashability and individual power I think I'd roll the dice on them fairly often.
Zndrsplt, Eye of Wisdom and Okuan, Eye of Chaos - 3.0: On average, this is a 1/4 and a 3/3 (that attacks as a 6/6) that draw your team 1 card per turn which is perfectly cromulent. Zndrsplt again carries the team, as I'd very nearly pay 4U for a blocker that draws me and my homie cards in a vacuum. Occasionally the odds will be in your favor and Okuan will swing for like a billion damage (or 12) which is fun but not necessary, and I wouldn't go out of my way to draft cards to help him connect as it's more of a bonus than the point. Draft solid decks and let Zndrsplit bury the opposing team in card advantage. As is common, you really want to have one teammate be in black with these two for that sweeeeet Tavern Swindler synergy.
Virtus the Veiled and Gorm the Great - 2.0: At first I was all aboard the hype train for these two and day one I'd have given them a 4.0 and put them right behind the twins. How awesome is it to hit turn 5, fire off a removal spell, and smash for 16 DAMAGE!!!!!??!? And yeah, in Magical Christmas Land these two represent a high-power, quickly lethal paunch. But in this format, let's ask a different question - how often are you going to hit turn 5 and have your opponents have only 2 creatures on the battlefield that are unable to kill Gorm (or 3, with a removal/pump spell in the bank)? I'd imagine not very, and these two are fairly poorly stated for their CMCs otherwise. Honestly, if my opponent is in a place where Virtus can connect turn 4 or 5, you probably are in a position were just curving out with any creature was going to kill opponents too and with less risk. I think they're still worth including for the mind games, but I wouldn't go out of my way to do so.
Khorvath Brightflame and Sylvia Brightspear - 4.0: These two are fine, if not boring. A 2/2 double strike is good on curve, and a 3/4 Flying Haste is mediocre but acceptable. Drawing and synergizing with each other can make for a devastating turn 6 WOMBO COMBO (you get to hit for 10 hasty damage in the air), but I wouldn't pass my turn 3 or 4 to make it happen - feel free to run out Sylvia without the partner if you draw her early. As a fun note for drafting, these two mostly stand alone but there are actually a lot of dragons in the set, mostly at uncommon, so keep an eye open. There are exactly 0 knights in the set, so that bonus doesn't take.
Pir, Imaginative Rascal and Toothy, Imaginary Friend - 1.5; I am super underwhelmed with these guys for limited. Paying three for a 1/1 and four for a 1/1 that do nothing on the turn you play them feels like unacceptably poor tempo loss when facing two slavering foes. Yes, if you untap with Toothy twice while Pir's out you have a 5/5 that draws a ton, and it makes some cards (like Lead by Example and Feral Hydra) bonkers, but even with a perfect draft I worry you fall too far behind slamming these two. I'd be reluctant to run them even with my love of durdling.
And then the UNCOMMONS:
Blaring Captain and Blaring Recruiter: 4.0 - Captain is a kill-on-sight threat, as over a long game you will just win by cranking out repeated 1/1 dorks that attack as 2/2s thanks to Recruiter. The Warrior Tribal synergy puts these two over the top. The ability to both gum up the game AND have an inevitable win in your back pocket is very strong.
Chakram Retriever and Chakram Slinger: 2.0 - I was colder on them at first, but upon reflection in a stalemate heavy format these guys represent good inevitability and some possible other comboes. Goes up if you have some other good tap abilities for the doggo to retrieve, like a certain proud papa below...
Soulblade Corrupter and Soulblade Renewer: 2.0 - These two are fine, and it can definitely mess with an opponent if on turn five, you and your partners 3/3s are suddenly attacking as 4/4 deathtouches. Overall though, Corrupter is so mediocre and Renewer is so "just okay" that these aren't cards I'm going to first pick or run multiples of very often. Relief Captain the renewer ain't; they don't snowball as insanely if you curved out and they're completely awful if played onto an empty board.
Proud Mentor and Impetuous Protege: 3.5 - The mentor is great in this format, locking down big threats and opening up attack angles. That he draws your partner a Protege that might get to swing waaaaay above its weightclass in the lategame is gravy; mentor would be a 3.5 by his old self in this format.
Ley Weaver and Lore Weaver: 2.5 - 2/2s for 4 seem bad, but the format seems slow enough that I am in for the mana and card advantage these two provide long-term. They won't go in every deck (in particular, if you've drafted fairly aggressive G/x and U/x decks), but if you feel like your deck is going long and stalling out these give a fair amount of power and inevitability.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I have to say that it seems like I'm higher on Zndrsplt and Pir than you are, but for the rest, you're pretty on point! Overall, I beleive it was a super idea to do the partner's review aside! Good job man!
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Thanks to everyone to have followed this thread from start to finish! It was a pleasure to share those infos with you! Also, don't hesitate to add your own intel to the thread! It will be 100% welcomed and appreciated!
See ya!
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Pump: One card that overperformed for us was Silverchase Fox. I know, I know. But remember, 2HG is one-and-done which means you can't side stuff in, and there's a lot of extremely dangerous enchantments in the set including Pacifism, Claustrophobia, Unflinching Courage, and various rare build-around enchantments above and beyond that. Between killing Pacifisms, getting in for early damage, and blowing up a Angelic Chorus that along with Feral Hydra would have let our opponents stabilize, it was relevant and amazing every time we drew it.
Pump: Negate is also a lot like the Fox. The first one feels closer to a 2.5, as countering removal to protect evasive guys wins games and you also have insurance against randomly losing to the super twins. The second one is often too much, although strangely felt fine in our Grixis tempo deck.
Dump: Blaring Recruiter was underwhelimg and sat in hand every single match. Admittedly, we gambled and took it without its partner hoping to wheel the Rallier which we did not. Even so, we usually ended up feeling like any other creature available in G/W was a better option, and we had the fliers and dual Aurora Champions to close out games instead of durdling. I imagine it's still good, but probably closer to a 3.0.
I will admit that in my own personal ratings, you were right and I was wrong about counters synergy and Vampire Charmseeker. We had lots of games where drawing support cards would have made life much easier, and the Charmseeker is something I would have given a 2.0 to but it played like a 4.5 for sure and was GGs every time we cast it.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG