This article is the last of four, and in it I will be evaluating every Multicolored and Artifact card - scoring them on a scale of 1-5. These ratings are purely based on Limited formats and have no bearing on Constructed play. I would also like to note these ratings are based on how I believe the card will perform in an AVERAGE Sealed or Draft deck. Often this means a lower score for cards with great potential in a highly synergistic deck.
Rating - Explanation
1- Ideally not making the cut in any of my Limited decks.
2- Not good, but a necessity for curve filling and smoothing out draws.
3- Value cards I am happy to fill my deck with.
4- Cards to get excited about and Premium Removal.
5- Reserved for cards that will win the game if left unanswered.
|Asari Captain - 3.5 - The creature on its own is decent for 5 mana. It can attack as a five-power creature with haste. This sort of aggressive Samurai is exactly what Boros wants on its top end.|
|Colossal Skyturtle - 3.5 - I love everything about Colossal Skyturtle. This massive creature is difficult to deal with and can end games quickly. It is expensive, but Green has more mana dorks than ever before. This also has two built in spells if needed earlier in the game. Honestly there is nothing not to like here.|
|Eiganjo Uprising - 3.5 - Giving an opponent creatures is never ideal, but your gaining menace until end of turn means this can be a solid finisher late in the game. If X=4 then the opponent will only be able to block one of your new Samurai and six damage might be enough to end the game. As the games goes on the more likely this will get to be a lethal attack.|
|Enthusiastic Mechanaut - 3.5 - There is an artifact subtheme in Izzet, but it is a lot less supported than the other archetypes. This is a great card if you are already in these colors.|
|Gloomshrieker - 3 - Gloomshrieker offers some decent card advantage. Menace makes it a solid attacker, and it is an enchantment to boot. Definitely happy to pick up as many of these as I can.|
|Greasefang, Okiba Boss - 3.5 - Another above rate creature that packs a punch in the right deck. The rating of a 3.5 assumes there is some synergy but not a ton. In the right deck this can be game-ending. I love this archetype and this card a lot.|
|Hidetsugu Consumes All // Vessel of the All-Consuming - 4 - The first two chapters of this Saga are incredibly underwhelming. Most of the time Chapter 1 will brick and Chapter 2, while useful, doesn't justify a card. However, the creature side of this Saga can win the game on its own... literally. It only needs to get through a few times and is in the right colors for that to happen with removal.|
|Hinata, Dawn-Crowned - 4 - This is definitely a game-winning creature. It might be a bit difficult to cast, but it is worth splashing. If this is ever played on turn four it will be very hard to deal with, and as a 4-powered flying creature the opponent won't last long if they don't.|
|Invigorating Hot Spring - 3 - Though this does exactly what Gruul wants to be doing in the format it's still a bit slow to be excited about it. With a few modification bonuses this will be worth playing as an easy enabler.|
|Isshin, Two Heavens as One - 4 - I love that the Samurai rares go into Mardu. With the common dual lands and Secluded Courtyard in the set, splashing this should not be an issue.|
|Jukai Naturalist - 3.5 - Jukai Naturalist is the perfect example of a signpost card. This enables everything the White / Green deck is trying to do. This well-rounded creature is a great sign you are in the right colors.|
|Kaito Shizuki - 4.5 - Three-mana planeswalkers are always tough to deal with. Kaito is low impact the turn he comes out so you will want to be careful and pick the right spot to cast him. Once this has been on the board for a few turns it can easily snowball into some crazy wins.|
|The Kami War // O-Kagachi Made Manifest - 1 - Super powerful... but it's casting cost leaves this as a meme for Limited. I'll want to resolve this at least once in the format just for an achievement...maybe if I can find enough Treasure generators...hmm...|
|Kotose, the Silent Spider - 4 - This solid sized creature offers some solid card advantage. Even if the creature is destroyed before getting to play the bonus card you still got a ton of information about the opponent's hand and deck. Definitely worth playing.|
|Naomi, Pillar of Order - 4 - With the number of artifact and enchantment creatures in the format the requirement on Naomi will be reasonable enough to hit in the average deck. This is also quite a large creature in this format.|
|Oni-Cult Anvil - 1 / 2.5 - There is a very specific deck that wants to run Oni-Cult Anvil. With solid Artifact synergy this will become an engine that is tough to disrupt. This is also not a legendary artifact so you can play two and sacrifice each other if needed - You will likely be the only one drafting these.|
|Prodigy's Prototype - 3.5 - Another interesting signpost card. This seems incredibly powerful and there is a solid Azorius vehicle theme here, but there is no other support in multicolored cards. This will likely be drafted in a lot of Esper decks because it pairs well with cards like Greasefang, Okiba Boss and Naomi, Pillar of Order.|
|Raiyuu, Storm's Edge - 4 - This above-rate creature offers one of the best Samurai triggers in the format. Definitely worth picking up even if the deck is light on Samurais.|
|Risona, Asari Commander - 3.5 - Risona is a bit less exciting than some of the other Boros rares we have seen so far, but it is still a well above-rate creature. All of the Samurai stack up so well once they start to go wide on the board. Though most of them are not stunning on their own they will be unstoppable together.|
|Satoru Umezawa - 4 - The Ninja champion is a very flashy card. This allows you to always have the upper hand in combat and some solid card advantage. This is worth splashing even when not in the dimir ninja deck.|
|Satsuki, the Living Lore - 2 - This rare underwhelms even though it is in the right colors for enchantment synergies. Speeding up your Sagas can be relevant if you have enough good ones and it's nice to be able to get a Saga back from the graveyard when this dies, if one is there, but it just doesn't do enough. Playable but thoroughly unexcited.|
|Silver-Fur Master - 3 - With the number of ninjas in the format this lord will have no shortage of friends. This is one of the most powerful uncommons in the format when it comes to synergy.|
|Spirit-Sister's Call - 1 - There are very few unplayable cards in modern Limited sets, but this is definitely one of them. This was made for Constructed.|
|Tamiyo, Compleated Sage - 4 - We have made it to the card that everyone was excited about. Tamiyo can both protect herself and offers a lot of long-term card advantage. As with most planeswalkers, they will typically end the game if left on the board for more than a turn.|
|Automated Artificer - 2.5 - It is not difficult for you to end up with 10+ artifacts in your deck even without overly focusing on them in this format with all the equipment and artifact creatures running around. Being able to ramp into them, or use this to help pay a Reconfigure or Equip cost makes this conditional mana dork a reasonable addition to many decks.|
|Bronze Cudgels - 2 - Equip 1 is a nice bonus for any deck that cares about modification. Most decks will not be interested in an equipment that needs to have mana dumped into it each turn, but it is a fine 23rd card if the deck is short on playables.|
|Brute Suit - 3 - Crew 1 is incredibly above rate. The vehicles in this format are way better than we typically see and this is no exception.|
|Circuit Mender - 3 - This is a curve-filler creature that can replace itself and that makes this way above rate. Note that the text says "leaves the battlefield" and not dies. This is important because if it is bounced or ninjutsued back into hand it still draws the bonus card. There is a lot of value to be had here.|
|Containment Construct - 1.5 / 2.5 - Can be played in any artifact deck but where this card shines is in a deck with lots of Channel. Since Channel is a discard ability, every time you Channel a card with this out, you can also cast it that turn, similar to Madness.|
|Dramatist's Puppet - 2 - If you have enough counter synergy, or high impact Sagas that you may want to get extra triggers of Chapter I or II on, then play this card. Otherwise, 4 mana for a 2/4 seems underwhelming.|
|Eater of Virtue - 4 - The stats here are good for the mana cost and the equip. I do not expect there to be a lot of keyword value added to the sword because there are not a ton of them in the format, but one high-impact keyword like flying or lifelink can change a game on this card. Many of them are on tokens or come in as a token and fall off when the creature dies. Still a more than solid equipment.|
|Ecologist's Terrarium - 2 - Good if you're splashing or if you have artifact sacrifice synergies, otherwise, not worth playing.|
|High-Speed Hoverbike - 3 - A cheap vehicle that gives some tempo flexibility as a bonus. So many of the vehicles are playable it will be important to balance the number of creatures the deck has to ensure there is something to crew them.|
|Iron Apprentice - 2.5 - Low impact on its own, but there are a lot of artifact decks in the format that will be excited to play Iron Apprentice. There are also a lot of crew 1 vehicles and that makes these 1-drops a lot more valuable.|
|Mechtitan Core - 2.5 - Who doesn't want to assemble Voltron? If you think you can reliably get four other artifact creatures and/or Vehicles on the battlefield to summon Exodia, then go for it, otherwise leave Megazord for someone else.|
|Mirror Box - 1 - There are a lot of Legends in this set... and doing something cute with this and multiple copies of the same Shrine sounds like fun... but don't expect to really ever play this card.|
|Network Terminal - 2 - A reasonable fixer if you're playing three colors or want to ramp. This card's second ability is relevant as well, as you often have an equipment or uncrewed vehicle you can tap at the end of turn to loot.|
|Ninja's Kunai - 2.5 - This removal does require you to have a creature to activate, but it does synergize well as an artifact. Casting this from the graveyard with Heiko Yamazaki, the General will be a ton of bonus value.|
|Papercraft Decoy - 2.5 - Filler stats but an interesting ability. Being able to pay to draw a card when this leaves the battlefield lets it work well with Ninjutsu and it also supports artifact synergies. You can even use Tatsunari, Toad Rider to sneak damage through with this artifact Frog.|
|Patchwork Automaton - 3 - This card has been coming around extremely late in drafts early in the format and has been a strong performer. With so many artifacts in the set, especially cheap ones, this can grow out of control in a hurry and Ward 2 helps protect it for a few turns usually.|
|Reckoner Bankbuster - 4 - Removing a counter is part of the cost of this ability so you can't keep activating this for more treasure and Pilots once it is out of counters. Despite that, this card is a bomb that your opponent needs to answer even if you never let it get into combat.|
|Reito Sentinel - 1.5 - A nice callback to Reito Lantern from Champions of Kamigawa, you can play this card in a pinch if you need a curve-filling body in a slower deck. Mill is not really supported in this format but there are a few cards that fit the theme so if you end up with enough of them, this goes up in value.|
|Runaway Trash-Bot - 1 /2.5 - Artifacts and enchantments are much more prevalent in this set... and they go to the graveyard way more often than normal since so many of them are creatures. If you have 10+ artifacts and enchantments in your deck, this is worth running as a late game powerhouse.|
|Searchlight Companion - 2 - Anytime a creature enters the battlefield with another token it is worth playing. Being able to return this from the graveyard with Heiko Yamazaki, the General or copy it with Replication Specialist it offers a ton of bonus value.|
|Shrine Steward - 2.5 - 5 mana for a 3/2 is way over-costed and its ability is conditional. That being said, if you have several Aura removal spells like Twisted Embrace, Tamiyo's Compleation, or Intercessor's Arrest, then this can be worth it... without even mentioning if you have some of the more powerful Shrines.|
|Surgehacker Mech - 3.5 - Without any other vehicles in the deck this is still worth playing. ETB offers a ton of value attached to an already powerful vehicle. With the number of Pilots in the format the crew 4 will be much more manageable.|
|Thundersteel Colossus - 3 - Every deck needs a top end, and with the number of mana dorks in the format I don't mind playing one 7-drop. This hasty creature is going to end a lot more games than you might think.|
|Towashi Guide-Bot - 2.5 - Long term card advantage is always a nice addition to any deck, and because it is attached to a creature there is little downside to playing it.|
|Walking Skyscraper - 1 / 2.5 - 8 mana is a lot. This will likely see a fair amount of play in Gruul because the creatures work really well with modification. I would want to reliably cast this for 6 before I would consider playing it.|
Thanks for reading!