Kamigawa: Neon Dynasty Limited Articles
- Kamigawa: Neon Dynasty Limited Guide: Part 1 – Themes and Mechanics
- Kamigawa: Neon Dynasty Limited Guide: Part 2 – Best Spells and Archetypes
- Kamigawa: Neon Dynasty Sealed Guide
- Kamigawa: Neon Dynasty (NEO) Limited Tier List
- Kamigawa: Neon Dynasty Limited Set Review: White
- Kamigawa: Neon Dynasty Limited Set Review: Blue
- Kamigawa: Neon Dynasty Limited Set Review: Black
- Kamigawa: Neon Dynasty Limited Set Review: Red
- Kamigawa: Neon Dynasty Limited Set Review: Green
- Kamigawa: Neon Dynasty Limited Set Review: Multicolored
- Kamigawa: Neon Dynasty Limited Set Review: Artifacts and Lands
- 5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Tovolar's Huntmaster, The Meathook Massacre, Starnheim Unleashed)
- 4.5: Incredible bomb that still gives your opponent a slim chance. (Adeline, Resplendent Cathar, Alrund's Epiphany, Grand Master of Flowers)
- 4.0: Great rare or the absolute best uncommons and removal. (Froghemoth, Morbid Opportunist, Skullport Merchant)
- 3.5: Great role filler or removal that you never cut. (Magic Missile, Cathartic Pyre, Battle Cry Goblin)
- 3.0: Good playable that I’m basically never cutting. (Usher of the Fallen, Search Party Captain, Dragon Turtle)
- 2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Mourning Patrol, Steadfast Paladin, Goblin Morningstar)
- 2.0: Mediocre filler that normally is your 20-23rd card(s). (Contact Other Plane, Mindleech Ghoul, Timberland Guide)
- 1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Secrets of the Key, Spiked Pit Trap, Village Rites)
- 1.0: Bad filler. Gets cut most of the time. (Secret Door, Mystic Skull, Funeral Longboat)
- 0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. (You See a Guard Approach, Bramble Armor, Compelled Duel)
- 0.0: Unplayable in every possible situation. (Mimic, Change of Fortune, Curse of Shaken Faith)
O captain! My captain! Why do you only have three toughness? The haste lets your surprise your opponent with a large samurai hopefully alongside a pile of “exalted” triggers. Unfortunately, it is pretty flimsy so you need to back this up with some solid tricks or they’ll end up being a one hit wonder.
If Mahamoti Djinn, Regrowth, and Unsummon somehow had a weird giant turtle baby. This provides a lot of different options for one mana too much, but that’s a low cost to pay for all the versatility it provides.
If you are looking for a finisher that is going to be hanging out in your hand all game, then let me give you this pamphlet telling you about the wonders of joining the Eiganjo Uprising. The fail case of a 2/2 haste for three is a bad Daybreak Combatants, otherwise you are going to come out pretty even if you don’t kill them with this. I’ve already given this the award for “Card with the most math fails” of the set.
I’m very enthusiastic about playing a cheap, evasive threat that reduces the cost of my other artifacts. Not much more to say about this one other than the flavor text is a real win.
Now this is a proper Gravedigger. Getting any permanent is such a huge upgrade over only creatures in a format filled with sagas and artifacts. Having menace means that this might actually get through to live the ninjitsu dream of being bounced for even more value.
Greasefang, Okiba Boss
It feels pretty greasy to play an above rate creature that comes with a repeatable value engine. There is a very fine line to walk between running enough vehicles to take advantage of this while still having enough pilots to crew them.
Hidetsugu Consumes All
This card is a fine sideboard card against an opponent playing a bunch of one drops, but since it’s a mythic rare you are never going to see this late enough to want to take it. Arena problems right? You’re probably not going to win many games where your three drop is only a 3/3 that comes wandering into the office two turns later, but that’s what you are signing up for in most cases when you play this.
Splashing the third color for this shouldn’t be too difficult between the cycle of dual lands and Uncharted Haven. Even with that fixing, you should still expect to play it more often on turn five or six than on turn four. That’s still totally fine for a 4/4 flying trample that gives all of your creatures pseudo ward.
Invigorating Hot Spring
This reminds me of dropping Fires of Yavimaya back in the day. That means that your opponent can’t ever properly play defense because they have no idea what is going to be coming at their face the next turn. Your creatures being slightly bigger than on normal curve and triggering modified for other cards are just gravy on top of the haste.
Isshin, Two Heavens as One
In the Boros “exalted” deck this is easily worth the splash as doubling abilities can just get downright silly with tapping opposing creatures and pumping up the jams. If you’re playing any other deck, don’t mess your mana up just to splash a 3/4.
This is a huge beating on curve by acting as a mana dork while still giving you the option to attack with lifelink. If you curve Generous Visitor into this you’ve probably already slammed the door shut on your opponent before the games even really had a chance to get started.
This is the perfect power level for a mythic planeswalker in limited. It provides a card advantage engine that is useful, but not overwhelming. It’s difficult to answer cleanly, but doesn’t set you too far back to remove it. Kudos to WotC’s design team for nailing it on this one.
The Kami War
Queue up the memes. Obviously, this is busted if you manage to pull it off and it’s not entirely out of the realm of possibility between Ecologist's Terrarium and all the dual lands. In most cases you will just be staring at this in your hand.
Kotose, the Silent Spider
Kotose silently sneaks over and steals you the best card out of your opponent’s graveyard. That’s some pretty serious value as long as she survives long enough for you to play it. The other part of her ability isn’t as irrelevant as you would think when you might be able to snag an extra removal spell out of their deck.
Naomi, Pillar of Order
This signpost uncommon is ordering me to play artifacts and enchantments to accumulate extra value. This will probably end up trading in combat the first time it attacks, but getting two free 2/2s with vigilance thrown in is a deal worth pursuing.
A slightly less annoying version of the cat oven combo since you only get the replacement 1/1 if it dies during your turn. Disgusting in multiples and doesn’t really require that many other artifacts in your deck to be good.
This really doesn’t do “that” much more than the common vehicles that are easier to cast. Sure producing a pilot every turn you attack sounds great, but the lack of evasion will prevent getting too many attacks in with it. Even though it does trigger on other vehicles attacking, how many of them can you realistically play.
Raiyuu, Storm’s Edge
While insane in the right deck, this is still pretty good even without a lot of other attacks alone triggers. In that case it can get in for three on its own followed by your entire squad still bum rushing your opponent during the second attack step.
Risona, Asari Commander
As long as you are the aggressor this can be a real pain for your opponent to deal with, but all it takes is a single 1/1 poking you back to leave Risona vulnerable. The floor of a 3/3 haste for three is still a pretty solid card that always makes the cut in the right colors.
Are you ready for ninja shenanigans? Because Satoru is all about ninja shenanigans. Giving every creature in your hand ninjitsu is going to lead to some pretty wild and crazy things happening like dropping your splashed bomb that they haven’t seen the color of. On top of that the first time you activate ninjitsu each turn you get a free Anticipate. I’m going to love playing this card and hate playing against it.
Satsuki, the Living Lore
I’m unimpressed with Satsuki because she’s only really good with sagas and she’s not an enchantment creature. I think this could have had some really interesting game play decisions if you could have activated her as an instant. Maybe I’m expecting too much out of a two mana creature, but I’m not taking her unless I am already firmly entrenched in the enchantment deck.
Ninjitsuing in Master Splinter could lead to the lord effect absolutely destroying some previously decent blocks. Just being a two mana lord for a common creature type is almost always a very good card and this also throws in some cheaper ninjitsu action. Just a great reason to be drafting the ninja deck.
I’ve read this card at least thirty times. I’m pretty sure I know exactly how its supposed to work, I just don’t know if it’s actually any good. Sacrificing your worst creature to bring back your best one sounds great in theory, but it does cost five mana and require the right setup so maybe you should let someone else answer this call.
Tamiyo, Compleated Sage
Poor Tamiyo got turned into a Phyrexian robot, but still has that spark for planeswalking. Per usual a planewalker that can protect itself and provide value is pretty good. I know, I was just as shocked as you were. Her ultimate is nowhere near game ending though so she feels like another well designed planeswalker that doesn’t break the game.