MTG Arena Zone’s Limited Tier Lists rank all the cards from the set, to assist with picking cards for your draft deck or building your sealed deck. Full written updates will be recorded in the changelog at the bottom, but Drifter regularly makes minor grade changes on the fly as well, so the Tier List will always be up to date for as long as Kaladesh Remastered is out!
Legend
S: Ridiculous bomb: has a huge immediate impact on the game and threatens to dominate it if unanswered. Always 1st pick. (Baneslayer Angel, Emeria’s Call, Sublime Epiphany)
A: Very powerful card: approaches bomb status, pulls you strongly into its colour. Usually easy 1st pick. (A+: Leyline Tyrant, A: Felidar Retreat, A-: Nullpriest of Oblivion)
B: Great playable: happy to pick early, pulls you into its colour. After the first few picks, a signal. (B+: Bloodchief’s Thirst, B: Emeria Captain B-: Rabid Bite)
C+: Good playable that rarely gets cut. On the wheel, can be a signal, especially in multiples. (Gnarlid Colony, Into the Roil, Thundering Sparkmage)
C: Fine playable, sometimes gets cut. A few in the last picks of a pack can form a signal. (Tajuru Blightblade, Tazeem Raptor, Synchronized Spellcraft)
C-: Mediocre playable or decent filler, gets cut around half the time. (Nirmana Skitter-Sneak, Fissure Wizard, Blood Price)
D: Medium to bad filler, gets cut a lot. (D+: Resolute Strike, D: Sneaking Guide, D-: Disenchant in most sets)
F: Mostly to totally unplayable cards. (Roiling Vortex, Forsaken Monument, Negate in most sets)
Notes
This tier list tries to capture “overall power level”. For more details, check out the mission statement.
This tier list is primarily intended for Draft, but should still be useful for Sealed, with some adjustments. For more info, check out my General Sealed Strategy Guide!
Two colour gold cards should be taken lower early on – you won’t be able to play them unless you’re specifically in those colours. The amount lower varies – as a general rule, take them about one grade lower if they’re splashable, or two grades lower if they’re not splashable (so a B-tier card becomes a C+ first pick). C+ is the hard limit for any cards in the B range, since C-level and below cards are very interchangeable, so a B- would still be on the lower end of C+. As always, it’s contextual though!
Colourless cards should be taken about a grade higher early on, because they can go in any deck.
Sideboard-only cards are rated as though they would go in the maindeck i.e. they usually receive bad ratings. Make sure to check out the sideboarding guide if you’re playing best-of-three!
White
★
Aerial Responder
5
Aeronaut Admiral
9
Aether Inspector
11
Aetherstorm Roc
4
Airdrop Aeronauts
9
Alley Evasion
12
Angel of Invention
2
Audacious Infiltrator
8
Authority of the Consuls
14
Cataclysmic Gearhulk
7
Conviction
12
Countless Gears Renegade
10
Dawnfeather Eagle
7
Eddytrail Hawk
10
Fairgrounds Warden
7
Fragmentize
13
Fumigate
4
Gearshift Ace
8
Glint-Sleeve Artisan
8
Herald of the Fair
11
Impeccable Timing
9
Inspired Charge
12
Master Trinketeer
5
Propeller Pioneer
8
Refurbish
13
Restoration Specialist
9
Revoke Privileges
8
Servo Exhibition
9
Skywhaler's Shot
7
Sram, Senior Edificer
7
Sram's Expertise
6
Thopter Arrest
6
Toolcraft Exemplar
9
Visionary Augmenter
8
Wispweaver Angel
8
Built to Last
10
Aviary Mechanic
9
Multicolored
★
Ajani Unyielding
6
Cloudblazer
4
Contraband Kingpin
9
Dark Intimations
12
Depala, Pilot Exemplar
6
Dovin Baan
5
Empyreal Voyager
7
Engineered Might
12
Hazardous Conditions
12
Hidden Stockpile
8
Kambal, Consul of Allocation
8
Maverick Thopterist
7
Oath of Ajani
8
Outland Boar
7
Rashmi, Eternities Crafter
6
Renegade Rallier
8
Renegade Wheelsmith
7
Restoration Gearsmith
6
Rogue Refiner
6
Saheeli Rai
12
Spire Patrol
7
Tezzeret the Schemer
7
Tezzeret's Touch
9
Unlicensed Disintegration
5
Veteran Motorist
7
Voltaic Brawler
7
Weldfast Engineer
7
Whirler Virtuoso
6
Winding Constrictor
5
Blue
★
Aether Meltdown
8
Aether Swooper
6
Aether Theorist
10
Aether Tradewinds
11
Baral, Chief of Compliance
10
Baral's Expertise
7
Ceremonious Rejection
13
Confiscation Coup
3
Disallow
12
Era of Innovation
9
Gearseeker Serpent
8
Glimmer of Genius
9
Glint-Nest Crane
8
Hinterland Drake
9
Ice Over
10
Illusionist's Stratagem
11
Leave in the Dust
10
Malfunction
8
Metallic Rebuke
11
Metallurgic Summonings
11
Minister of Inquiries
11
Nimble Innovator
10
Padeem, Consul of Innovation
8
Paradoxical Outcome
14
Revolutionary Rebuff
13
Select for Inspection
13
Shielded Aether Thief
8
Shipwreck Moray
12
Shrewd Negotiation
6
Skyship Plunderer
6
Tezzeret's Ambition
9
Thriving Turtle
11
Torrential Gearhulk
3
Trophy Mage
9
Weldfast Wingsmith
11
Wind-Kin Raiders
9
Whir of Invention
13
Artifacts
★
Aetherflux Reservoir
14
Aethersphere Harvester
2
Aetherworks Marvel
13
Animation Module
10
Ballista Charger
10
Barricade Breaker
11
Bastion Mastodon
12
Bomat Bazaar Barge
8
Bomat Courier
9
Chief of the Foundry
6
Cogworker's Puzzleknot
9
Consulate Skygate
12
Consulate Turret
14
Cultivator's Caravan
7
Daredevil Dragster
8
Decoction Module
11
Demolition Stomper
13
Dukhara Peafowl
10
Dynavolt Tower
13
Eager Construct
11
Electrostatic Pummeler
13
Fabrication Module
8
Filigree Familiar
7
Fireforger's Puzzleknot
12
Foundry Inspector
8
Heart of Kiran
2
Hope of Ghirapur
12
Implement of Examination
11
Implement of Malice
11
Inventor's Goggles
10
Irontread Crusher
11
Key to the City
7
Lifecrafter's Bestiary
3
Merchant's Dockhand
10
Metallic Mimic
5
Metalwork Colossus
13
Mobile Garrison
10
Narnam Cobra
10
Ornithopter
14
Ovalchase Dragster
12
Pacification Array
6
Panharmonicon
14
Paradox Engine
14
Peacewalker Colossus
12
Pendulum of Patterns
14
Planar Bridge
14
Prakhata Pillar-Bug
11
Prophetic Prism
9
Renegade Map
11
Reservoir Walker
12
Scrap Trawler
7
Scrapheap Scrounger
7
Self-Assembler
11
Servo Schematic
12
Sky Skiff
8
Skysovereign, Consul Flagship
1
Universal Solvent
12
Untethered Express
4
Weldfast Monitor
10
Whirlermaker
12
Workshop Assistant
11
Woodweaver's Puzzleknot
12
Black
★
Aether Poisoner
7
Aetherborn Marauder
7
Alley Strangler
11
Daring Demolition
6
Defiant Salvager
11
Demon of Dark Schemes
2
Die Young
9
Embraal Bruiser
8
Essence Extraction
7
Fatal Push
7
Fen Hauler
11
Fortuitous Find
11
Foundry Hornet
8
Foundry Screecher
11
Fourth Bridge Prowler
12
Fretwork Colony
9
Gifted Aetherborn
6
Glint-Sleeve Siphoner
5
Gonti, Lord of Luxury
4
Herald of Anguish
3
Live Fast
10
Lost Legacy
14
Make Obsolete
9
Marionette Master
6
Maulfist Squad
10
Midnight Oil
9
Mind Rot
12
Night Market Aeronaut
12
Night Market Lookout
11
Noxious Gearhulk
2
Rush of Vitality
10
Sly Requisitioner
12
Subtle Strike
9
Underhanded Designs
7
Vengeful Rebel
7
Weaponcraft Enthusiast
8
Yahenni, Undying Partisan
4
Yahenni's Expertise
5
Lands
★
Aether Hub
10
Blooming Marsh
9
Botanical Sanctum
9
Concealed Courtyard
9
Inspiring Vantage
9
Inventors' Fair
12
Spire of Industry
12
Spirebluff Canal
9
Red
★
Aether Chaser
6
Aethertorch Renegade
8
Built to Smash
11
Cathartic Reunion
13
Chandra, Torch of Defiance
1
Chandra's Pyrohelix
8
Chandra's Revolution
8
Combustible Gearhulk
6
Destructive Tampering
10
Enraged Giant
9
Fateful Showdown
13
Freejam Regent
4
Frontline Rebel
11
Furious Reprisal
8
Harnessed Lightning
6
Hijack
12
Hungry Flames
7
Indomitable Creativity
13
Inventor's Apprentice
11
Invigorated Rampage
13
Kari Zev, Skyship Raider
7
Kari Zev's Expertise
12
Lathnu Sailback
13
Pia Nalaar
5
Precise Strike
12
Quicksmith Genius
9
Quicksmith Rebel
5
Ravenous Intruder
12
Reckless Fireweaver
10
Ruinous Gremlin
12
Salivating Gremlins
9
Scrapper Champion
7
Siege Modification
10
Skyship Stalker
3
Speedway Fanatic
11
Spireside Infiltrator
10
Sweatworks Brawler
7
Welding Sparks
6
Green
★
Appetite for the Unnatural
11
Arborback Stomper
6
Armorcraft Judge
8
Attune with Aether
8
Blossoming Defense
10
Bristling Hydra
4
Commencement of Festivities
14
Creeping Mold
13
Druid of the Cowl
8
Greenbelt Rampager
8
Heroic Intervention
12
Highspire Artisan
11
Highspire Infusion
11
Hunt the Weak
8
Kujar Seedsculptor
9
Lifecraft Cavalry
9
Longtusk Cub
5
Maulfist Revolutionary
7
Monstrous Onslaught
8
Narnam Renegade
8
Nature's Way
7
Nissa, Vital Force
2
Ornamental Courage
13
Oviya Pashiri, Sage Lifecrafter
5
Peema Aether-Seer
9
Peema Outrider
8
Ridgescale Tusker
4
Riparian Tiger
8
Rishkar, Peema Renegade
5
Rishkar's Expertise
7
Sage of Shaila's Claim
11
Servant of the Conduit
7
Thriving Rhino
7
Unbridled Growth
12
Verdurous Gearhulk
1
Wild Wanderer
8
Wildest Dreams
11
Should I splash? The two cardinal rules:
Splashing is when you play cards outside your main colours, and adjust your mana base to account for them – such as playing two red cards in your Blue-Green deck.
Is my fixing good enough? The better your fixing, the more you can splash – if you can splash two colours relatively freely, then go nuts – this usually means three or four sources for 1-2 cards; four is better if your main sources aren’t that demanding but you can get away with three. If you have as many as 5 or 6 sources, you can even splash earlier game cards i.e. I would not splash Lightning Strike often on three sources but I would on five. If your mana base is better, then the risk is lesser so you can afford to do greedier things (but remember that playing too many taplands has its own costs, especially for more tempo-oriented decks…). You can only really splash cards with a single cost outside your main colours e.g. it’s impossible to splash 3BB in a Simic deck, but you can splash 3BG, because needing two sources of mana at the same time is incredibly hard while splashing – the number of sources you need on average soars from 3-4 to 6-7 (7-8 in Draft, but Sealed is slower so you can incorporate a little more risk).
Is the card actually worth splashing? Remember that cards you splash likely won’t be played on curve, so they need to be good in the late game and they need to be good enough to incur some risk to your mana base. Is the card you’re splashing significantly better than the card you would be putting in instead? It needs to be, or it needs to fill a hole in your deck i.e. if your Simic deck isn’t good at removing stuff, that makes splashing Secure the Scene, usually just an okay card, a lot more appealing.
Sideboarding
EDIT: I’ve now fleshed this out and written an entire article on the subject, so check that out here!
Generally, if you’re playing best-of-three, you should take sideboard cards over D-tier cards, assuming their good case is pretty common and you’re not low on playables. Sideboard cards tend to get worse in multiples, unless the “good case” for them is quite common. You might be surprised at how much can constitute a sideboard card – a 1/3 can be a useful sideboard card against a deck full of 2/1s, for example. Remember that after each game, you can click the top right button to view the board again, and check their graveyard and field for what cards they’ve played.
I obviously can’t list all the situations for sideboard cards here, but let’s go over some common cases:
Do not maindeck artifact or enchantment removal in this format unless you are desperate – there are more artifacts than in a normal set, but still not enough. Board in Appetite for the Unnatural if you see a lot of targets for it, or several high-value ones, and Creeping Mold only if you see several high-value ones – expensive and sorcery speed means the latter isn’t worth it otherwise. Only count cards that are worth removing as targets – if they’ve already had their effect (like the Puzzleknots) or are weak, there is no reason to board stuff in against them. Board in Fragmentize only if you see lots of artifacts that cost 4 or less that are worth destroying – it is doubly conditional, so it is a much worse sideboard card unless you run into that specific case.
Negate is generally bad in Draft, but can be useful to sideboard in against decks with a ton of noncreature spells – I would need about half the cards they played in previous games to be noncreatures before I’d be happy to have Negate. Consider whether your deck is good at holding up mana too – if you have other ways to use mana at instant speed or other counterspells already, then Negate gets a bit better. Duress (not in this set) suffers from the same rules, but is a bad topdeck instead of requiring you to hold mana up – if you expect to be playing a really slow, grindy mirror then Negate will be better than Duress (which might not even be worth boarding in unless they have card draw), but Duress will always be a better early play.
Try to pay attention to what creatures your opponent plays, what size they are. If they have lots of x/1s then Chandra's Pyrohelix, Fireforger's Puzzleknot, and cards that make Servos all get much better.
If they don’t have much instant-speed removal and you’re on the offensive, that is the best time to board in tricks like Precise Strike and Built to Smash, or auras like Siege Modification. Remember not to trim too many creatures though, or important curve plays.
Decide on a plan for each matchup – if your opponent is slow, are you going to go fast and try to overwhelm them, or are you going to try to fight them on the same axis and outvalue them? If your cards aren’t good at producing value or you don’t have much high end, the latter isn’t going to work. If they have a lot of good blockers or lots of lifegain or your deck doesn’t have that many 2 drops, the former probably isn’t going to work. If you’re trying to go slow, random 2 mana 2/2s are not going to do much for you and you should instead try to board in card draw or expensive impactful cards. If you’re going to go fast, then you might want to board in more 2 drops and cut some of your more expensive cards.
Drifter is a draft and strategy specialist, with hundreds of articles under his belt! Of special mention are his Limited Reviews and draft coaching service.