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)
The floor on this is a 3/4 for 3, which is a really nice stat-line to begin with. This thing really pops off with other convoke cards, especially if they have instant speed.
3 mana Planeswalkers are notoriously hard to kill when played on curve. While the ultimate isn’t all too exciting, this makes the rest of the game incredibly difficult for your opponent to navigate.
Pump spells that only provide +1 toughness can be a little tough to help you win certain combat steps. This is neat, but doesn’t look efficient enough for me.
There’s a decent amount of creatures this works on, like turn 2 Summit Sentinel and play/equip/attack turn 3 with a 4/4. Having said that, I’m not a huge fan of this card overall.
This is just a solid, all-around value creature. You probably won’t use the mana side more than once or twice, but you can still keep flipping it to get more tokens.
This works really well on offense, and not so great on the back foot. It still provides a 1/1 per turn, but has potential to be underwhelming in some games.
In a perfect world, you would get 8/8 worth of stats for 7 mana, which is about on par for a 7 mana creature in limited. If you try to go all-in with this as an attacker, you really open yourself up to losing the game if they kill it. I’m not a big fan of this one as of now.
This seems like a solid tool for most White decks. I would be hesitant to put it in aggressive white decks. It works best paired with Black or Red, where you can put more Blight counters on it later.
This is a tricky card that has 2 mores, more or less. The first mode is to take out all of your opponents blockers, and make a huge attack. The second mode is to Flicker all of your own creatures to get their ETB abilities to trigger. I’m not sure how good either mode actually is, but there’s definitely some decks that would play this.
The strength of this card will depend on the strength of your ETB abilities. Using it strictly as a protection spell, feels okay, but I think you want to have a lot of solid options before playing it.
It would be a rare occasion that you can’t cast this spell. It’s not hard to find 1 (or more) targets when you cast it, often trading up on mana at instant speed.
Rhys has a lot of powerful plays he can enable. He’s not super strong if you don’t get the persist ability out of the deal, but that’s not too hard to enable.
This is on the slow side, but that makes sense for a sleepwalking Giant. Even if you don’t have creatures to reanimate, you can still remove counters, which is a nice boon.
This guy is at it’s best when played on turn 4 (big surprise – I know). I’m not sure how strong this is outside of decks that can reliably cast him early.
I’m not too sure how I feel about this one, even in a Merfolk deck. I assume this is good in an Azorius Merfolk build, but I’m not sure how it performs outside of that.
This is typically better than having lifelink, especially with convoke cards. It won’t be too difficult for this thing to gain 4+ life in any given game.
This seems really strong in most situations, but I could see this being dead when your opponent only has 1 creature type in play (and/or shapeshifters).
White has some very powerful early game in this set, with some very powerful 1-3 drops. It doesn’t have much going for it late-game-wise, but can be used as a support color for slower decks with it’s removal spells. I’ll be breaking down Blue 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".