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AFR Limited Set Review: White and Blue

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As a content creator, the release of a new Magic set is always filled with excitement. Getting to explore new mechanics and deck themes with my viewers often makes for the best content. This set, however, offers a lot more for me than just extra variety. Dungeons and Dragons has been a part of my life for over 20 years, and though I have not played in a few years, it is still something I think about often. Some of the memories I cherish most include a coffee table, a dice set, and some crazy adventures with my closest friends. Adventures in the Forgotten Realms offers players the chance to either go on a nostalgic adventure into a familiar world, or experience something totally new. Either way, I cannot wait to see how Magic will put its own spin on this immersive world so many of us have grown to love over the years.

This article is the first of four, and in it I will be evaluating every White and Blue 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.

White

+2 Mace
+2 Mace - 2 - The casting cost is reasonable, the equip cost is really what is holding this equipment back. Without any keywords this mace is really quite dull. Playable in creature-heavy decks, and it will also not be hard to find some general equipment synergies that will reward playing cards like this.
Arborea Pegasus
Arborea Pegasus - 3 - The creatures in Green are really big... This card's etb effect could be a lethal swing more often than you might think. It is a decent evasive creature with a bit of upside. My first draft of this set had 3 of these and I was always happy to draw them.
Blink Dog
Blink Dog - 2 - Very few decks will be excited to play this small dog. He is very underwhelming at 3 mana. With a few cheap combat tricks you can pick it up as a 23rd card. The one deck that actively wants Blink Dog is the equipment deck, and it's kind of insane in that deck.
The Book of Exalted Deeds
The Book of Exalted Deeds - 1/ 4 - This seems like it was created for Constructed more than Limited. It will not be good in most decks, but if you get the golden life gain deck this will be a bomb. Three life per turn is still kinda hard to trigger in the format though, so be careful when trying to build around this.
Celestial Unicorn
Celestial Unicorn - 2.5 - This magic horse has a bit of range. The base stats are fine for the cost - Filler in any deck with some upside. Do not run bad life gain cards to try to make this better. This will play best with some of the Green commons that can gain life multiple times.
Cleric Class
Cleric Class - 1.5 / 3 - The first two levels of this card are totally dependent on synergy. The third level is good, but too expensive if that is the only way to get value out of the card. The power of this card has too large a range to give it a single rating.
Cloister Gargoyle
Cloister Gargoyle - 2.5 - This will be a good sideboard card in most decks against aggressive decks, but unless your deck has a lot of dungeon synergy this is an expensive wall.
Dancing Sword
Dancing Sword - 3.5 - Now this is the type of equipment I am excited to run. It has a low equip cost, making it ideal for smaller creatures that are likely to die. It also has its own backup plan if you should run out of creatures! Love it.
Dawnbringer Cleric
Dawnbringer Cleric - 2.5 - I love the flavor on this card. It does everything I want my party Cleric to do. This is a solid 2-drop that will always find something to do. Often, I might call this a sideboard card, but with Class cards being in the set I am happy to play this in my original 40.
Delver's Torch
Delver's Torch - 3 - The stats are moderately low impact, but getting to venture into the dungeon so many times for such little mana seems great. Ranger's Hawk seems like a great target for this equipment.
Devoted Paladin
Devoted Paladin - 2.5 - I typically like my 5-mana 4/4s to leave some sort of lasting effect on the board, but this will still work well in any deck with 15+ creatures. It allows an aggressive deck to make a big swing while still progressing the board.
Divine Smite
Divine Smite -1.5 - This is a sideboard card - 100%. This range where this is good against a non-Black deck is so narrow, I would not consider playing this in the main deck.
Dragon's Disciple
Dragon's Disciple - 2 - Curve filler with some possible upside. Even with 1-2 dragons I would be looking for cards that are consistently more impactful.
Dwarfhold Champion
Dwarfhold Champion - 2 - A filler card if the deck needs 2-drops. It is unlikely to have any text in the average deck, but in exactly the equipment deck this goes up in value quite a bit. It is a great target for them and I would play 3+ of these in that deck.
Flumph
Flumph - 1 - This feels very awkward to me. I like 0/4s when my opponent is overly aggressive and I need to stall until they run out of gas... but this kinda helps them keep their foot on the pedal. They just keep going wider and wider as they draw more cards, and this becomes less and less effective. I am not a fan.
Gloom Stalker
Gloom Stalker - 2.5- Before finishing a dungeon, this is low end filler, but it does have some upside. Any card that helps fill a curve but also gets better later in the game is nice to have. If the deck is likely to get through a dungeon, I do not mind playing this.
Grand Master of Flowers
Grand Master of Flowers - 3.5 - I rated this a bit low because it doesn't have a huge impact on the board unless you are already ahead. It is a big bomb if left alone for... 4 turns, but that seems a bit hard to manage in a lot of games. Always playing this even though it isn't as strong as some of the Planeswalkers we have seen in the past.
Guardian of Faith
Guardian of Faith - 3.5 - This rare isn't going to win you the game, but it is going to get card advantage. This will brick a removal spell or a combat gone wrong. Unlike most hexproof spells or combat tricks this one will leave an extra body on the board. Flash also means it can be a surprise attacker / blocker when needed. Very flexible.
Half-Elf Monk
Half-Elf Monk - 2.5 - The stats on this 4-mana spell are a bit underwhelming. The ability cost is low and worth having in the deck.
Icingdeath, Frost Tyrant
Icingdeath, Frost Tyrant - 5 - This dragon would be great even if it didn't offer two threats for the cardboard cost of one. At only 4-mana it will often just win the game if an opponent is light on removal. This is likely the best dragon in the set.
Ingenious Smith
Ingenious Smith - 1 - Most decks want nothing to do with this card. Even equipment decks are not likely to get a free card out of this often enough to make it worth playing.
Keen-Eared Sentry
Keen-Eared Sentry - 2.5 - The creature is a bit smaller for the mana cost that I like to see, but the two abilities are likely to do some work. I love the idea of taking this as a sideboard card against heavy dungeon decks. Not quite a hate bear...more of a mild dislike bear
Loyal Warhound
Loyal Warhound - 3 - Likely played in any White deck. I love that it is an aggressive card that punishes you a bit less for being on the draw. Overall a good card, but not a flashy rare.
Minimus Containment
Minimus Containment - 3.5 - This is White's classic enchantment removal. They are never as good as Black or Red removal, but this is decent and often the best White has to offer.
Monk of the Open Hand
Monk of the Open Hand - 2 - This will likely be cut from most decks. With a lot of creatures and a high combat trick count this might be worth considering.
Moon-Blessed Cleric
Moon-Blessed Cleric - 2.5 - Not getting to put the enchantment into our hand makes me less excited about this card. It is a filler body on its own and will see a fair amount of play with the new class cards. Minimus Containment is a good card to look for when deciding if you should play this card.
Nadaar, Selfless Paladin
Nadaar, Selfless Paladin - 4 - I love everything about this. The creature on its own is great value, and being able to venture multiple times means it will continue to gain value over time if not dealt with. Cards like Thieves' Tools and Fly will make this card insane.
Oswald Fiddlebender
Oswald Fiddlebender - 2 - There is a lot of text on this card considering it really doesn't do anything. I am just playing this as a 2-drop body and that's good enough for me.
Paladin Class
Paladin Class - 4 - Each level of this Class card is worth having. Early in the game the first level will make counter magic and combat tricks really annoying for an opponent, and honestly the card just gets better from there. Each level is worth the mana cost.
Paladin's Shield
Paladin's Shield - 2 - If used as a combat trick, this card can be worth playing. I will likely use it as a sideboard card against burn and fight spells, but if light on playable spells this is a fine 23rd card.
Planar Ally
Planar Ally - 3 - This Angel can win games all on her own if left alone. She is hard to block and hits reasonably hard as well. After getting a few bonus venture triggers she will have provided enough value to replace herself.
Plate Armor
Plate Armor - 3 - This armor has a lot to offer. Without any other equipment it is a bit expensive, but it is more than worth it. Between the added stats and the Ward, all of your creatures become threats that are difficult to deal with - definitely worth running.
Portable Hole
Portable Hole - 2 - This artifact will always find a target, but not always a valuable one. Aggressive decks want to play this to remove early blockers for a low mana cost. This will likely see a fair amount of play, but I would look for higher quality removal spells.
Potion of Healing
Potion of Healing - 2 - It replaces itself and triggers some of the better life gain cards. I doubt it will see much play.
Priest of Ancient Lore
Priest of Ancient Lore - 2.5 - The stats alone are a bit weak for the mana cost, but anytime a creature replaces itself it is likely worth running. Getting to draw on turn three will help smooth your hand and help hit land drops.
Rally Maneuver
Rally Maneuver - 1.5 - Not the type of combat trick that sees a lot of play. It has a lot of upside, but will too often just be a dead card. Expensive combat tricks that have such a wide range are rarely worth playing.
Ranger's Hawk
Ranger's Hawk - 2.5 - I love that Ranger's Hawk can start and clear dungeons on its own. It's a bit awkward because 1-mana evasive creatures typically fit in more aggressive decks that don't want to spend a ton of turns using a creature as a mana sink. This also fits really well into the White equipment deck we are seeing so much of in this set. This is very playable.
Steadfast Paladin
Steadfast Paladin - 2.5 - A lifelinking bear is always a fine addition to any deck. It's good in something aggressive and it is great against something more aggressive.
Teleportation Circle
Teleportation Circle - 1 / 3.5 - This enchantment works really well with etb effects. Even if they are small effects it is worth playing this. It also makes it hard for opponents to cast things like Charmed Sleep and Minimus Containment on your creatures.
Veteran Dungeoneer
Veteran Dungeoneer - 2 - Decent stats and it has a bit of upside if the deck is able to do a lot with dungeons. This is also the type of creature that might be better with Teleportation Circle.
White Dragon
White Dragon - 4 - There is an uncommon dragon in each color and this is one of the better ones. It has a decent ability and provides a lot of tempo with a big evasive creature. Happy to play one or two of these at the top end if nothing extra bomby came along.
You Hear Something on Watch
You Hear Something on Watch - 3.5 - I love this card. Both modes are things White typically has access to all rolled into one card. It is good when you are ahead and it is good when you are behind - all for a low mana cost.
You're Ambushed on the Road
You're Ambushed on the Road - 2 - Normally I would not be a fan of either of these abilities, but together they offer enough flexibility to be a decent combat trick. The bounce mode will likely see the most play.

Top 3 White Commons

  1. Minimus Containment
  2. You Hear Something on Watch
  3. Arborea Pegasus

Blue

Aberrant Mind Sorcerer
Aberrant Mind Sorcerer - 3 - I love that the 1-9 is a may ability. Sometimes when you cast this there might not be a spell worth drawing again in the graveyard. Either way this is likely to get your best spell of the game back for you, and that is always a good thing.
Air-Cult Elemental
Air-Cult Elemental - 3 - When spending 6 mana, I am typically looking for something a bit better than a 2/5, but it is evasive and blocks well against all of the 4/4 dragons we see in this set. Overall, it is a decent creature with a good ability.
Arcane Investigator
Arcane Investigator - 2.5 - 6 mana is a lot - even for a late game mana sink. As a 2-drop it isn't bad if the deck doesn't have many other ways to draw cards. This will see a fair amount of play, but it is nothing to get excited about.
Bar the Gate
Bar the Gate - 2 - Counterspells in Limited are fine if the deck has room. Normally I try to cut them when possible but some decks are happy to run a few. This one hits creatures and does not become worse later in the game, so it is worth picking up.
The Blackstaff of Waterdeep
The Blackstaff of Waterdeep - 1 - The last thing I want in my deck are low impact artifacts. If this hit treasures it might be worth talking about. This is not worth playing in Limited.
Blue Dragon
Blue Dragon - 2.5 - The ability on this dragon is very underwhelming. It might be helpful sometimes, but it is certainly not consistent enough for my taste. At 7 mana I am not likely to play this dragon as often as the others.
Charmed Sleep
Charmed Sleep - 3.5 - Enchantment removal is always a great addition to any deck. Blue often has trouble finding enough removal so be on the lookout for these.
Clever Conjurer
Clever Conjurer - 2 - I like that Conjurer is flexible, and the ability not having a mana cost is great! It allows creatures to attack and block, it even ramps by untapping a land, but sorcery speed is a big killer for me. To be fair that would be really strong for a common...but still...
Contact Other Plane
Contact Other Plane - 3 - When looking at these draw two spells I often compare them to Divination. This one costs one more but can be cast at instant speed - I consider this a wash. If you happen to roll a 10 or higher it's just a free roll. I like this draw spell a lot and will actively look for them.
Demilich
Demilich - 2 - uuuu is really hard card to cast and you won't often get the mana reduction. With a few treasure generators this could see some play - Getting to recast spells can be really strong. Most decks won't be able to support this card, but it is worth it if you can.
Displacer Beast
Displacer Beast - 2.5 - A filler creature at best. Getting to return it to your hand offers some flexibility, but it is unlikely to be relevant most of the time.
Djinni Windseer
Djinni Windseer - 3 - Most Blue four-mana fliers are 3/2 and have no upside... This is a huge jump in power level by comparison. This might even be closer to a 3.5. It seems really good for a common.
Dragon Turtle
Dragon Turtle - 3.5 - Drag Below has to be one of the coolest sounding abilities ever printed... For 3 mana there's nothing I don't like about this card. Sadly, it is a flash creature that can not surprise block or attack, but it still offers a lot of tempo and a great size creature for only 3 mana.
Eccentric Apprentice
Eccentric Apprentice - 3 - This is an interesting 3-drop. It can be used to attack with a small creature to get in some chip damage, or it can remove a large blocker so you can attack with something more substantial. It seems tricky to play, but playable.
Feywild Trickster
Feywild Trickster - 1 / 3.5 - I am in love with Feywild Trickster. Rolling d20s is something I want to do in this set, and this allows me to do that and feel less guilty for playing suboptimal cards. I would like to draft a deck with two of these and 21 die rolling cards. Note: this is worth playing with even 3 or 4 triggers.
Fly
Fly - 2 - These enchantments are always risky to run because they are often just immediately killed and you lose a 2 for 1. This one, however, offers a really nice venture bonus. After getting to venture a few times it has replaced itself. With creatures like Shortcut Seeker and Soulknife Spy this will be worth considering.
Grazilaxx, Illithid Scholar
Grazilaxx, Illithid Scholar - 3.5 - With a few evasive creatures this can generate a ton of value. It won't do a lot when you are behind, but it is a really nice card that might even be worth splashing.
Guild Thief
Guild Thief - 2 - Very low impact on the early game, but this little thief can steal the game in longer grindy matchups. There are likely better 2-drops to play, but having this in your sideboard will be a nice bonus.
Iymrith, Desert Doom
Iymrith, Desert Doom - 5 - This dragon is nuts. This has to be one of the biggest Limited bombs in the format. This creature is huge, evasive, cheap and offers card advantage. Dying to this card is going to suck.
Mind Flayer
Mind Flayer - 4 - This is an interesting spin on taking control of other creatures. This gives you two bodies and removes a creature for an opponent - that is an insane amount of value. It is also easier to remove and lose your extra creature, so it is stronger, but more fragile than the average mind control ability.
Mordenkainen
Mordenkainen - 4 - Mordenkainen offers a lot of card advantage. It is really strong over a few turns and will likely win the game if left on the board for more than a turn. I only rated him a 4 because he has little impact the turn he comes in and will do little to turn around a game when behind on board.
Mordenkainen's Polymorph
Mordenkainen's Polymorph - 1.5 - Never been a fan of these types of polymorph abilities. I might look to sideboard these in against an opponent with a lot of cheaper burn spells.
Pixie Guide
Pixie Guide - 2.5 - This will be helpful in most decks. Even without a bunch of die roll cards this will be worth playing. It is a defensive creature that will slow down most decks and help smooth out any variance for you later in the game.
Power of Persuasion
Power of Persuasion - 2.5 - This might be the only die roll card where the crit is worse than the 10-19. Getting to control the creature is only good if you can end the game in that time. Putting it on top of their library means you are taking away a draw and forcing them to cast it again. Either way it's a decent card and will likely see a fair amount of play.
Ray of Frost
Ray of Frost - 2.5 - Unlike Charmed Sleep, the creature does need to be tapped for this card to work, so likely it already hit before you could deal with it. This is a fine card when short on removal, but look for something better and keep this in the side board for Red decks.
Rimeshield Frost Giant
Rimeshield Frost Giant - 3 - Rimeshield might not look like anything flashy, but it is a decent size body in the format and will be difficult to remove. I can see this creature winning some games. A very reasonable top end card.
Scion of Stygia
Scion of Stygia - 3 - I like this creature a lot. It offers a wide range of playability in a small package. Scion can be played defensively or aggressively, and helps with the overall tempo of the game.
Secret Door
Secret Door - 1 - This is a decent sideboard card. The ability is too expensive for it to make the original 40 cards, but once you see something moderately aggressive I will be happy to have one or two of these to board in.
Shocking Grasp
Shocking Grasp - 2 - Whenever I look at this type of ability it needs to be able to replace itself, because the ability itself is not worth a full card on its own. I see this basically as a cycle with some upside. It is fine to play if the deck has room for it.
Shortcut Seeker
Shortcut Seeker - 2.5 - With any cards that incentivize completing dungeons, this will be a really nice way to help facilitate them. On its own there is no great way to ensure that it hits the opponent, but cards like Thieves' Tools and Fly can be great ways to get a ton of value.
Silver Raven
Silver Raven - 1.5 - Far too low impact to play in most decks. I am sure this has a home somewhere, but I'm not entirely sure where.
Soulknife Spy
Soulknife Spy - 3 - Wow, this is a 3 mana 3/2 that is actually more than filler. I love this card and it is only common?! I cannot wait to equip Thieves' Tools or cast Fly on this and get some great value.
Split the Party
Split the Party - 2 - This can be a really cool card against tokens, but it is a bit too situational for me to be excited about playing it. Sorcery speed also means it will likely take your whole turn and the opponent will just get to play everything again anyway. It is a neat idea for a card, but it won't be worth playing against most decks.
Sudden Insight
Sudden Insight - 2 - 6 mana draw spells are always fine if the top end is a bit light. By the time this is being cast it will likely be drawing 3 or 4 cards. I am typically looking for better options, but this will likely see some play.
Tasha's Hideous Laughter
Tasha's Hideous Laughter - 1 - There is no one who likes to play mill in Limited more than I do... The first deck I ever bought singles for as a kid was a Traumatize / Guiltfeeder deck I built. So, it breaks my heart that there aren't enough mill cards in the format to make this card a viable option. Maybe we can pick it up late and board it in during long games!
Trickster's Talisman
Trickster's Talisman - 3 - This is an interesting equipment. It offers a small bonus until a creature worth copying is played. This removes a lot of the down side to spells that copy creatures. It won't just be a dead draw if there is nothing worth copying. This inexpensive equipment will likely see a fair amount of play.
True Polymorph
True Polymorph - 1 - Kinda neat that you can turn your small creature into a dragon or their dragon into a small thing, but it is too situational for my taste. 6 mana is all too much for this type of effect.
Wizard Class
Wizard Class - 3.5 - For an uncommon, this Class card is going to do a lot of work. It offers card advantage and adds value to the board during a long game. There is nothing not to like about this card.
Wizard's Spellbook
Wizard's Spellbook - 1 / 3 - This book is a bit tough to evaluate. It does offer a lot of value late in the game, but 7 mana is an awful lot. This is likely playable in a deck with some decent removal, but if all the spells are filler I would avoid playing this.
You Come to a River
You Come to a River - 3 - Bounce spells are always great to have in the deck. The second mode is a great bonus for later in the game as a way to push through lethal damage, but try not to use it this way unless it will end the game.
You Find the Villains' Lair
You Find the Villains' Lair - 2.5 - Having access to two spells at once gives you a lot of flexibility, and this cycle isn't even making us pay more for the privilege. These types of cards are all worth playing.
You See a Guard Approach
You See a Guard Approach - 3 - Of the split decision making cards this is the better Blue ones. As we have seen with cards like Snakeskin Veil, hexproof is a great effect to have access to. Over the last 8 months I cannot count how many times having hexproof has saved or lost me the game.
Yuan-Ti Malison
Yuan-Ti Malison - 3.5 - This creature is small but mighty. It is an early play that poses a real threat over a long period of time. This 2-drop will need to be answered before it runs away with the game, and that leaves less removal for the bigger threats.

Top 3 Blue Commons:

  1. Charmed Sleep
  2. You See a Guard Approach
  3. Djinni Windseer

We have only looked at two colors so far but it seems like there are a lot of themes in the set - even in just these two colors. This will keep Limited interesting and fun to draft. I am excited for tomorrow when we take a look at Black and Red.

Thanks for reading and I will see you tomorrow!

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