This is a very nostalgic crossover, and a close second (to Final Fantasy) for favorite crossover so far. TMT is a smaller set, with 190 cards, compared to 273 cards in ECL. I think it’s safe to assume that it will create a much less diverse experience, with drafts/games feeling repetitive at a much quicker rate. The mechanics of the set are pretty surface level (sewer pun), and the set looks a lot closer to a core set in terms of limited play.
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 strictly designed for sneak decks. If you don’t have very many sneak effects, this is close to unplayable. With a high amount, this guy is a nuisance.
Instant speed on this is huge, and can lead to some big swings when played at the end of your opponents turn. It’s not great in every deck, but should be very nice addition for go-wide decks.
This is kind of a trap/win-more card. It does absolutely nothing if you have no viable attackers, but can snowball quickly if you do. I think you almost always play this card, but just have realistic expectations.
There aren’t very many repeatable life gain cards in this set. There is a good amount of food, and the tapped lands also gain life. I still wouldn’t expect this to do all that much most games.
This is a solid 1 drop. It’s difficult to block, and acts as a good target to sneak cards in off of, enabling the late-game sneak ability the Leader in Blue provides.
It would be preferable to play this out of the sideboard, but it’s not terrible to maindeck. There’s a low amount of creatures this can hit, but there are a decent amount of artifacts and enchantments.
This is another creature designed to enable Sneak. This can push damage through throughout the game, as well as help you flicker things during your turn.
This is a solid win condition. You almost always want to hold out for 6 mana, but playing this for 4 is fine if you need to. You can also sneak this guy back into your hand and do it again!
White is the most aggressive color in the format, boasting the most ninjas and Sneak creatures. It also has a few cards to help enable go-wide strategy’s, though does lack in the combat trick department. 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".