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Kamigawa: Neon Dynasty Pauper Review: White, Blue, and Black

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It's time for another Pauper set review, and boy is this one a doozy! Kamigawa: Neon Dynasty is right around the corner and it's looking like one of the finest sets for Pauper in a very long time. Few things look broken, but there are numerous potential playables and even a few effects entering the format for the very first time. That's quite the turn and a very welcome return for a plane that was notoriously lower power level the first time around back in the early aughts!

Because of the sheer number of sweet cards, I've decided to do something a little different from my usual reviews and am splitting this into two parts. Today I'll be covering the first half of the set in the White, Blue, and Black cards with the other half coming later in the week. There's a ton to discuss, so let's dive right in!

Eiganjo Exemplar
Imperial Subduer
Akki Ronin
Peerless Samurai

Right off the bat, I mostly wanted to highlight this small set of cards up front (even if it includes a few Red cards) because I'm sure there's going to be someone out there who looks at their ability and thinks it's all right. As it happens, this is basically exalted and an even narrower form of exalted at that. It's simply not that great to be attacking with just one creature in a format like Pauper, and less so with more narrow tribes such as samurai and warriors. Imperial Subduer has some slight potential as a creature tapper, but it's so unlikely to be relevant that it shouldn't be something worth your consideration.

Ancestral Katana

Ancestral Katana

Of all the samurai/warrior exalted effects, though, Ancestral Katana is probably the closest to a playable card. There's not really a ton of notable samurai out there, but there's enough various creatures in the game that are warriors that it's not hard to see this being an equipment that can get a one-mana equip cost. Even if you don't use that, though, you still can equip it for the 3 cost. This is probably too expensive so you'll want to use the exalted ability for it. It's narrow, and unlikely to be all that playable in all honesty, but it's at least worth the mention.

Era of Enlightenment // Hand of Enlightenment

Era of Enlightenment // Hand of Enlightenment

This card does a lot for only two mana, and sagas are something we haven't seen in Pauper before. I'm intrigued, however it is important to note that it's a really slow way to get a creature, and the actual saga chapter abilities are somewhat underwhelming. My prediction here is that players will try it out as something new, but it probably won't make the cut.

Imperial Oath

Imperial Oath

There's a number of spells-only control decks that like using creature-making spells to close out games. This is pricey and outside the colors that those decks normally use (Blue and Red) but still has enough potential that it's worth the mention. Three solid tokens with an extra scry is no joke if you can utilize it right. I doubt it'll be used very much, if at all, compared to the options that we already have, but there's very much a possibility that you'll see it now and then.

Kitsune Ace

Kitsune Ace

If ever there's a vehicle deck, this card is pretty great. It's a solid body that can buff a vehicle, crew a vehicle and then untap to block, or even attack alongside another active vehicle and then untap for blocks. Just a nice amount of versatility in a decent package. It's not going to be anywhere near playable now, but if we ever see a critical mass of powerful vehicles, then this will be a card to watch.

Light the Way

Light the Way

We've already had comparable options in You're Ambushed on the Road and Alley Evasion that don't see any play. This card, however, untaps when you give the buff, which has some solid utility to it. The effect here is still very medium on the whole so I wouldn't expect it to be played, but it has the potential to make an occasional appearance.

Lucky Offering

Lucky Offering

The closest comparison to this is Fragmentize, which occasionally shows up as a sideboard option in dedicated White decks. The two big differences, though, are that Fragmentize hits enchantments as well as artifacts, while also hitting cards of a higher mana costs too. There's a chance you might want this over it if you're really looking for some cheap life gain while blowing stuff up, but you should usually be sticking to some of the better options that are already available.

Spirited Companion

Spirited Companion

White has its own Elvish Visionary now! This is actually very interesting, because it's in a bit of a weird spot for Pauper, even though it'll be a pretty big role-player in other formats. The big problem is that most decks that might want this kind of thing already have better means of drawing cards. What's more, Elvish Visionary itself isn't even all that exciting in Pauper. Arguably the best decks that want this are Bogles and Heroic, as this helps buff creatures off of Ancestral Mask and Ethereal Armor while also giving you edict protection and a cantrip.

The problem is, both decks already have some pretty high card density and it will largely compete with cards like Cartouche of Solidarity (at least in Bogles). For me, I'd rather have the aura and buffs stick around even if I lose the creature, so Cartouche and the like seem more appropriate. I see this being a much more likely choice in Heroic where there are more flex slots, if it goes anywhere. I'd also expect it to find homes in newer decks over time, even if it doesn't stick in any current decks, though people will certainly try.

Sunblade Samurai

Sunblade Samurai

Plainscycling (without calling it cycling) is always worth a mention, though the ability has never exactly been the most relevant in Pauper. The closest comparison here is Noble Templar, which doesn't see any play, so I'm expecting this to see none either. However, this one has a slightly cheaper cost for a more aggressive body, so it's always possible the combination of things going on here can make give this a chance to shine where the Templar didn't. I still don't think it'll get there, as five mana is a lot - especially for White decks - but the potential is there.

Armguard Familiar

Armguard Familiar

Reconfigure is a really interesting new mechanic, and at the common level it's clear that Wizards is trying to play things a little safe. Only three cards are entering the Pauper format with this mechanic (the other two being Chainflail Centipede and Simian Sling) and none of them are particularly great. I do think this one is worth a small mention, however, as it's a decently costed artifact creature that can buff other creatures in the late game. Giving critical creatures of yours ward 2 can really help you enact your game plan. The only real issue is the reconfigure cost is quite hefty at 4 mana, but if you have a finisher worth protecting, this can be a real boon.

Disruption Protocol

Disruption Protocol

This caught my eye when I thought about how Metallic Rebuke has seen play in Affinity decks in the past. I'm sure other players will have a similar reaction, but then you remember that this is basically just a worse Counterspell and at that point you should just run Counterspell. Most of the decks that do run Counterspell already won't want this and as such, it probably just ends up being dead on arrival in the format.

Guardians of Oboro

Guardians of Oboro

This card honestly doesn't seem all that exciting, but is notable for providing a very unique effect to Pauper. There's a bunch of hoops to make it realistically work in the format, in that you need a critical mass of defenders with good power and toughness stats, as well as cards that give counters and such. I don't think it's going to make the cut anywhere, but it's certainly interesting.

Mirrorshell Crab

Mirrorshell Crab

This is one of the best cards in the set and will have applications in several scenarios. This is the first Stifle kind of counterspell we've really had in Pauper, meaning it can stop things players have never thought to stop before. Finally, there's a way to actually stop storm triggers, for example! What's more, this ability is virtually uncounterable as well because it's an ability and not an actual spell. In fact, the only thing that can counter it is another one of these, and at that point you should just pay the three mana.

The other application here is with Reanimator shells. You can discard this to utilize its ability and then bring it back with a reanimation spell such as Exhume or even the likes of Late to Dinner and Breath of Life. It makes for a really big beater that's hard to deal with and counters stuff in the process, so perhaps this is what the Reanimator archetype has been looking for to have some new life breathed into it.

Mnemonic Sphere

Mnemonic Sphere

Courier's Capsule doesn't see play anywhere, but when you give it optional cycling-without-calling-it-cycling for one mana, it gets quite a bit better. I'm hesitant on saying this will be a very playable card because we already have similar effects that don't make the cut in the format, but the flexibility here is very noteworthy.

The Modern Age // Vector Glider

The Modern Age // Vector Glider

Looting can be pretty great over a couple turns like this, and even better when you get a 2/2 flier out of the deal at the end. Of all the new common sagas in the set, this is probably the most playable of the bunch. This is still new territory for Pauper, however, so I'm not quite set on where I think it'll end up. Faeries lists are already built pretty tight and are getting some more sweet tech in this set (like the next card). Flicker lists might like it, but I think they'd rather flicker better card draw instead. I think the easiest home for this is Reanimator strategies where it can act as a backup beater if your main strategy doesn't pan out. Beyond that, we'll have to see where it ends up, but this card is great.

Moon-Circuit Hacker

Moon-Circuit Hacker

When this card was previewed, everyone started talking. The comparisons to Ninja of the Deep Hours - a major player in the various Faeries and Delver archetypes that have long sat at the top of the format - are undeniable. As such, there's no doubt that this card will see play. It does have some cons as well as pros, though. Only getting one hard draw and being easier to take out with the likes of Electrickery - a card already played a ton against Faerie decks - isn't nothing. However, it's got a smaller casting cost in both ways, and as such comes down more easily and can be defended more easily as well. Even with the downsides, this is going to be a major player going forward, and you should expect to see it a ton in the format going forward.

Moonsnare Prototype

Moonsnare Prototype

With all of the artifact support Pauper's been seeing lately and recent hits to Affinity with it still being a solid force to be reckoned with, players are continually on edge about more artifact support. When Moonsnare Prototype was first previewed, I know I saw a number of people discussing this with concern and how it could be another mana rock type of card for these Affinity decks. This card, however, fights for the space of Springleaf Drum and is largely worse due to the inability to fix mana. The channel ability is largely irrelevant as well, as you usually want to be playing this as a permanent most of the time. Even if you did want to use the channel ability, it's generally far too pricey to be worth it. Ultimately, I could see this showing up as a one-of or two-of now and then, but will largely end up missing the mark a bit.

Moonsnare Specialist

Moonsnare Specialist

Oh boy - more ninjas! This one is particularly potent in that it bounces a creature the moment it hits the battlefield - not when it deals damage. This puts it in an interesting spot compared to the likes of Mistblade Shinobi, which is cheaper but has to get damage through to get the effect. I think the repeatability and cost-effectiveness of Mistblade will continue to prove more playable on the rare occurrences where it shows up, but this is still a worthwhile addition to the toolbox.

Network Disruptor

Network Disruptor

1/1 fliers for one mana aren't usually very exciting, but this tapping something when it comes down can be really solid in getting attacks through. It's also an artifact, meaning it can be useful for a deck like Affinity to chip through life totals on its own while helping break through blocks to get in with your big attackers. It's not the most exciting card in the world, but the whole package is rock solid and I'd expect it to see some play.

Planar Incision

Planar Incision

We don't usually see many one target flickers in the format, so this is certainly a neat card. One target flickers tend to be pretty bad, though, since it's harder to loop for additional value the way you would with Ghostly Flicker or Ephemerate. Hitting artifacts as well as creatures and providing +1/+1 counters can make it a pretty sweet utility spell and trick, though, so it's certainly worth the nod.

Skyswimmer Koi

Skyswimmer Koi

This is pretty expensive for the decks that might want it, but being able to repeatedly loot whenever you play an artifact can be a huge deal in sifting through your deck. It's important to remember that this triggers not just off of artifacts that you cast, but artifact lands that come into play as well. This is a solid body and a great effect for the cost, but despite that four mana is still a lot in the world of Pauper so I doubt this will end up making the cut.

Suit Up

Suit Up

We've seen a bunch of these power up spells before, but none of them ever make the creatures this big. It's pricey, but it does allow you to block several of the format's biggest creatures short of Gurmag Angler, which is great. It also auto-crews vehicles if you happen to run them, which while not so great now may be eventually down the line. The mana cost is a big jump over previous similar effects, going for three mana instead of two. The potential is there, but on the whole, I think it won't be very playable despite the pros, as it's likely a little too niche of an ability.

Tamiyo's Compleation

Tamiyo's Compleation

These kinds of tap down abilities are never all that great, but this one also shuts down abilities and works on artifacts as opposed to usually stopping only creatures. For that reason alone, this merits giving the card a mention, but I think overall it's still going to largely be too expensive to warrant playing.

Clawing Torment

Clawing Torment

This card is really sweet. It's basically a mini Stab Wound that also has the benefit of being able to go on artifacts and not just creatures. It also stops creatures from being able to block, making it easier for you to get attacks through while they hit you for less. What this card does will no doubt oftentimes feel small, but these effects will incrementally get better and much more effective as your games go on. It looks innocuous, but will pack a serious punch given enough time. Will definitely be interested in seeing where this card ends up as I expect it to see some amounts of play in the coming months.

Debt to the Kami

Debt to the Kami

Pharika's Libation isn't as played as much these days as it was when it first dropped, but still shows up now and then. This is basically a strictly better version for the sake of Pauper and is one you should definitely play over Libation every day of the week.

Dokuchi Shadow-Walker

Dokuchi Shadow-Walker

A large French vanilla creature isn't super exciting, but the fact that this comes down as a 5/5 when you ninjutsu it in is very much worth noting. Four mana is a lot, but as a one or two-of in your Faeries builds, this can be a real game ender if you get it on the board.

Kaito's Pursuit

Kaito's Pursuit

Mind Rot has never really been a playable card in Pauper, but the continual upside effects added to it might just give it the edge! Rogues Burn has been sneaking into some minor results in recent months, and Ninjas always have some degree of prevalence as well. Mind Rotting and getting some good attacks can be extremely beneficial for decks like these, so while it's a relatively unexciting card, it's still got the potential to be a playable option.

Kami of Terrible Secrets

Kami of Terrible Secrets

Normally I'd be pretty underwhelmed by a card like this, and in fact I almost wrote it off on my initial pass of the new cards in the set. Thinking on it a little more, though, Pestilence decks have a tendency to have enchantments and artifacts alike, and this has enough toughness to meaningfully survive Pestilence wipes. On that basis alone, this has some potential there depending on how the pilot wants to build their list.

Mukotai Ambusher

Mukotai Ambusher

A very cost-efficient ninja that deals really solid life point swings in both the damage it deals and the life it gains. It's boring, but likely a decent option for aggressive Black decks, rare as those may be.

Okiba Reckoner Raid // Nezumi Road Captain

Okiba Reckoner Raid // Nezumi Road Captain

This might just be one the best, if not the best, sagas for Pauper in the set. The life drain here is slow, but a solid rate for 1 mana. What's more is that once you get to the third turn, you're left with a 2/2 menace creature. The big problem here is that because the saga exiles to make the creature, you won't be able to attack with it until turn four at the absolute earliest, making it a little hard to justify. Still, draining two and then having a solid attacker can be really good in an aggressive deck and I wouldn't be surprised to see this showing up in the slightest.

I also can't resist noting the sweet double references on this card: Biker Mice from Mars - an old Saturday morning cartoon from the 90's - and the famous Akira slide on the back. This card is just sweet all around. More of this, please.

Reckoner Shakedown

Reckoner Shakedown

Normally I'm not a big fan of targeted discard like this because it's just too expensive most of the time. The power of these effects is being able to cast them early a la Thoughtseize, Inquisition of Kozilek, or Duress. At three mana, you likely want to be doing other things and there's a decent chance your opponent has likely dumped a ton of their good stuff by that point. What separates this from the other 3-drop targeted discard effects that already exist in the format, however, is the option to still get an effect out of it even if you don't actually make your opponent discard anything at all. It's still probably too little to be worth it, but is at least worth the mention for doing something we've already seen exist but doing it in a new and overall better way.

Reckoner's Bargain

Reckoner's Bargain

Deadly Dispute has already proven itself to be a major player in Affinity decks - so much so that a number of players argue it should be banned due to the deck's power. This is a bit different, owing in part to the fact that not getting a treasure out of the deal is no joke. However, being able to gain a ton of life in a pinch can be a really big deal. Sacrificing an artifact land won't get you anything, but losing a Frogmite will get you four life and ditching a Myr Enforcer will net you a whopping seven life. That can be a big deal in some games and matchups and will make this an easy inclusion in many a sideboard going forward - possibly even main board. It's not quite Deadly Dispute, but it's still very, very good.

Return to Action

Return to Action

We've seen a number of variations of this pseudo indestructible ability before and they've seen varying degrees of playability. This one offers a smaller power buff than most of the others do, but offers lifelink - something the other cards don't. That alone merits a little shoutout. I don't think it'll be enough to push this into the realm of being a truly playable card, but I wouldn't count it out of the picture either.

Undercity Scrounger

Undercity Scrounger

This is currently one of the best ways to repeatedly get treasures and passes the Lightning Bolt test as well. It does take a lot of work to get working for you, but there's certainly a lot of potential to be had here if you can get it going. I think by and large, it'll be pretty ineffective and ultimately somewhat unplayable in the world of Pauper, but it does something unique and it's worth mentioning on the chance that it turns out to actually be that good.

Virus Beetle

Virus Beetle

A simple little card that's not overly exciting or anything, but it's a cheap artifact creature that forces your opponent to discard. That's not nothing, especially in a world where Affinity is a powerful deck. The archetype has so many options now, I'm not sure if this can even make the cut, but if there's anywhere this will go, it's in Affinity.

You Are Already Dead

You Are Already Dead

OMAE WA MOU SHINDEIRU

The infamous meme from the classic anime Fist of the North Star gets a sweet representation in this little card, which happens to be a common for Pauper! You Are Already Dead looks good on paper as an easy kill spell and cantrip, but the problem is that you need to deal damage first. You can't cast this on any creature. Your target has to have taken some form of damage before you can target them with this. As such, I think this is going to be a lot worse than people initially think it is and won't be nearly as playable. Using, say, Cuombajj Witches in Mono-Black Control decks, however, can work really nicely with this as a way to kill a creature cheaply while also keeping you with cards in hand. So, there's hope for this card, but I think it's going to be far more fringe than some people want it to be.


And that's a wrap for the first half of my Pauper review! There're so many great things going on here and I can't wait to see how it affects the format in the coming weeks. I'll be back in a few days with the second half, where there's still no shortage of sweet new cards coming. A handful really caught my eye and I look forward to gushing about them there. Which of these new cards are you most excited for? Any cool ones I missed? Let me know down below!

Paige Smith

Twitter: @TheMaverickGal

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