Kaladesh Remastered Limited Tier List

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!


  • 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)


  • 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!
Aerial Responder5
Aeronaut Admiral9
Aether Inspector11
Aetherstorm Roc4
Airdrop Aeronauts9
Alley Evasion12
Angel of Invention2
Audacious Infiltrator8
Authority of the Consuls14
Cataclysmic Gearhulk7
Countless Gears Renegade10
Dawnfeather Eagle7
Eddytrail Hawk10
Fairgrounds Warden7
Gearshift Ace8
Glint-Sleeve Artisan8
Herald of the Fair11
Impeccable Timing9
Inspired Charge12
Master Trinketeer5
Propeller Pioneer8
Restoration Specialist9
Revoke Privileges8
Servo Exhibition9
Skywhaler's Shot7
Sram, Senior Edificer7
Sram's Expertise6
Thopter Arrest6
Toolcraft Exemplar9
Visionary Augmenter8
Wispweaver Angel8
Built to Last10
Aviary Mechanic9
Ajani Unyielding6
Contraband Kingpin9
Dark Intimations12
Depala, Pilot Exemplar6
Dovin Baan5
Empyreal Voyager7
Engineered Might12
Hazardous Conditions12
Hidden Stockpile8
Kambal, Consul of Allocation8
Maverick Thopterist7
Oath of Ajani8
Outland Boar7
Rashmi, Eternities Crafter6
Renegade Rallier8
Renegade Wheelsmith7
Restoration Gearsmith6
Rogue Refiner6
Saheeli Rai12
Spire Patrol7
Tezzeret the Schemer7
Tezzeret's Touch9
Unlicensed Disintegration5
Veteran Motorist7
Voltaic Brawler7
Weldfast Engineer7
Whirler Virtuoso6
Winding Constrictor5
Aether Meltdown8
Aether Swooper6
Aether Theorist10
Aether Tradewinds11
Baral, Chief of Compliance10
Baral's Expertise7
Ceremonious Rejection13
Confiscation Coup3
Era of Innovation9
Gearseeker Serpent8
Glimmer of Genius9
Glint-Nest Crane8
Hinterland Drake9
Ice Over10
Illusionist's Stratagem11
Leave in the Dust10
Metallic Rebuke11
Metallurgic Summonings11
Minister of Inquiries11
Nimble Innovator10
Padeem, Consul of Innovation8
Paradoxical Outcome14
Revolutionary Rebuff13
Select for Inspection13
Shielded Aether Thief8
Shipwreck Moray12
Shrewd Negotiation6
Skyship Plunderer6
Tezzeret's Ambition9
Thriving Turtle11
Torrential Gearhulk3
Trophy Mage9
Weldfast Wingsmith11
Wind-Kin Raiders9
Whir of Invention13
Aetherflux Reservoir14
Aethersphere Harvester2
Aetherworks Marvel13
Animation Module10
Ballista Charger10
Barricade Breaker11
Bastion Mastodon12
Bomat Bazaar Barge8
Bomat Courier9
Chief of the Foundry6
Cogworker's Puzzleknot9
Consulate Skygate12
Consulate Turret14
Cultivator's Caravan7
Daredevil Dragster8
Decoction Module11
Demolition Stomper13
Dukhara Peafowl10
Dynavolt Tower13
Eager Construct11
Electrostatic Pummeler13
Fabrication Module8
Filigree Familiar7
Fireforger's Puzzleknot12
Foundry Inspector8
Heart of Kiran2
Hope of Ghirapur12
Implement of Examination11
Implement of Malice11
Inventor's Goggles10
Irontread Crusher11
Key to the City7
Lifecrafter's Bestiary3
Merchant's Dockhand10
Metallic Mimic5
Metalwork Colossus13
Mobile Garrison10
Narnam Cobra10
Ovalchase Dragster12
Pacification Array6
Paradox Engine14
Peacewalker Colossus12
Pendulum of Patterns14
Planar Bridge14
Prakhata Pillar-Bug11
Prophetic Prism9
Renegade Map11
Reservoir Walker12
Scrap Trawler7
Scrapheap Scrounger7
Servo Schematic12
Sky Skiff8
Skysovereign, Consul Flagship1
Universal Solvent12
Untethered Express4
Weldfast Monitor10
Workshop Assistant11
Woodweaver's Puzzleknot12
Aether Poisoner7
Aetherborn Marauder7
Alley Strangler11
Daring Demolition6
Defiant Salvager11
Demon of Dark Schemes2
Die Young9
Embraal Bruiser8
Essence Extraction7
Fatal Push7
Fen Hauler11
Fortuitous Find11
Foundry Hornet8
Foundry Screecher11
Fourth Bridge Prowler12
Fretwork Colony9
Gifted Aetherborn6
Glint-Sleeve Siphoner5
Gonti, Lord of Luxury4
Herald of Anguish3
Live Fast10
Lost Legacy14
Make Obsolete9
Marionette Master6
Maulfist Squad10
Midnight Oil9
Mind Rot12
Night Market Aeronaut12
Night Market Lookout11
Noxious Gearhulk2
Rush of Vitality10
Sly Requisitioner12
Subtle Strike9
Underhanded Designs7
Vengeful Rebel7
Weaponcraft Enthusiast8
Yahenni, Undying Partisan4
Yahenni's Expertise5
Aether Hub10
Blooming Marsh9
Botanical Sanctum9
Concealed Courtyard9
Inspiring Vantage9
Inventors' Fair12
Spire of Industry12
Spirebluff Canal9
Aether Chaser6
Aethertorch Renegade8
Built to Smash11
Cathartic Reunion13
Chandra, Torch of Defiance1
Chandra's Pyrohelix8
Chandra's Revolution8
Combustible Gearhulk6
Destructive Tampering10
Enraged Giant9
Fateful Showdown13
Freejam Regent4
Frontline Rebel11
Furious Reprisal8
Harnessed Lightning6
Hungry Flames7
Indomitable Creativity13
Inventor's Apprentice11
Invigorated Rampage13
Kari Zev, Skyship Raider7
Kari Zev's Expertise12
Lathnu Sailback13
Pia Nalaar5
Precise Strike12
Quicksmith Genius9
Quicksmith Rebel5
Ravenous Intruder12
Reckless Fireweaver10
Ruinous Gremlin12
Salivating Gremlins9
Scrapper Champion7
Siege Modification10
Skyship Stalker3
Speedway Fanatic11
Spireside Infiltrator10
Sweatworks Brawler7
Welding Sparks6
Appetite for the Unnatural11
Arborback Stomper6
Armorcraft Judge8
Attune with Aether8
Blossoming Defense10
Bristling Hydra4
Commencement of Festivities14
Creeping Mold13
Druid of the Cowl8
Greenbelt Rampager8
Heroic Intervention12
Highspire Artisan11
Highspire Infusion11
Hunt the Weak8
Kujar Seedsculptor9
Lifecraft Cavalry9
Longtusk Cub5
Maulfist Revolutionary7
Monstrous Onslaught8
Narnam Renegade8
Nature's Way7
Nissa, Vital Force2
Ornamental Courage13
Oviya Pashiri, Sage Lifecrafter5
Peema Aether-Seer9
Peema Outrider8
Ridgescale Tusker4
Riparian Tiger8
Rishkar, Peema Renegade5
Rishkar's Expertise7
Sage of Shaila's Claim11
Servant of the Conduit7
Thriving Rhino7
Unbridled Growth12
Verdurous Gearhulk1
Wild Wanderer8
Wildest Dreams11

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.


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.

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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.

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