It has almost been 20 years since the original Lorwyn release, and I can still remember playing that prerelease! Crazy how time flies when you’re playing Magic! There’s some fun new mechanics, as well as a return to some well-supported Typal (Tribal) archetypes. Let’s jump right on in!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
This is a very versatile card, providing tons of viable options. The ability to be tapped out on mana, and still cast this, makes it incredibly difficult to play around.
This will likely be a 1/1 flyer for several turns, as you want to get multiple triggers off of it. Outside of that, it will still feel good to activate this on turn 3, even if it means drawing one card.
This reminds me a bit of Faerie Duelist, which was a surprisingly powerful card. This one doesn’t have the ability to solo x/1’s, but when paired with another creature, you can attack/block with impunity (more or less).
This will likely perform as a flash 2/3 flyer until the late game. Once you can keep up the 2 mana, it makes your opponents attempts of answering your threats very cumbersome.
If this can reliably draw 3, this seems like a good draw spell. If your deck has less than 50% of a common creature type/shapeshifter, I’d be cautious about running it.
This takes a while to get going, but provides a ton of value the longer the game goes. Optimally, you want to just draw 3 cards off of this, but the second option can be useful as well. This also pairs very nicely with Blight cards, turning the -1/-1 counters into cards.
This can be an incredibly powerful trick. You can win combats, or create flying threats while drawing a card to replace itself. Just be careful playing this into open mana!
This card has a big window of variance, with a very low floor, and a very high ceiling. If you have a decent board of creatures, this can win you a lot of games outright.
This planeswalker doesn’t do all that much if you can’t flip it. The general play pattern will likely be +1 to protect himself, flip the following turn -3 for two 3/3 elks and he has done his job.
This is a little better than previous uncommon vversions of Clone, due to the shapeshifter creature type, and convoke. It’s playable, but not too exciting.
I’m not a big believer of the Wellguard. The stat-line of 3/2 on a 4 drop, means it likely won’t ever be able to attack profitably. If you have oodles of convoke/tap synergies, you could talk me into it.
The breakpoint for this card being bad/good is how cheaply you can cast it. If you have enough split cards to reliably cast this for 4, it’s really good. If it will likely cost 5+, I would be far less excited about playing it.
I’m hesitant to say this is completely unplayable. If your deck has close to 100% of the same creature type, and some potent spells – you could justify running it.
This card also has some high variance, but assuming you have a good amount of elementals/shapeshifters, you should end up on top more often than not. The optimal play would be playing an elemental/shapeshifter 4 drop on turn 4, following up with this on turn 5.
This can be incredibly powerful, especially if you have a 1 drop to attack with the turn he comes down. Then you can alternate between protecting himself/drawing a card every other turn.
Sorcery speed really makes this card pretty weak. You will likely need to tap a lot of your creatures to cast it, which stops you from even getting an attack in.
Blue looks like a good mix of powerful mid-late game creatures and spells. It also has a surprisingly high count of bomb rares, with only a couple of them not being great for limited. With the solid removal at common, it looks like a pretty powerful color overall. I’ll be breaking down Black next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".