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Wilds of Eldraine (WOE) Limited Mechanics Review

J2SJosh discusses the mechanics of Wilds of Eldraine (WOE) card for limited!

Hey everyone! I’m here to go over the mechanics of Wilds of Eldraine and how they apply to limited. I know you’re probably wondering why I’m doing this instead of the next part of the set review. We have another Hurricane coming into Florida so I have to do some prep along with some other plans. Just mixing up the schedule a bit, you’ll still be getting an article every day. That said, on with the show.

Roles

Roles are six (technically seven if you count commander, but this is a limited review) predefined token auras that enchant creatures. Each creature can only have one role attached to it from each player.

Thematically Roles work sort of like the job system in an RPG. They get the assigned bonus and if they switch to a new one, they lose the effects of the previous one. They can’t multiclass so if you put a role on a creature that already is enchanted by role that you control, it replaces the old role. It’s not like the legend rule where you choose which one it keeps, it always keeps the newest one.

It is important to note that if your opponent has a Cursed Role on your creature and you put a Role token on it, the Cursed Role stays on it because that role is controlled by a different player. Just like real life, you can have a job and feel cursed to be doing it.

You can sacrifice these roles to Bargain (since they are enchantments) and they do count as going to the graveyard for triggers even if they immediately cease to exist.

Cursed Role

Cursed Role — Enchanted creature has base power and toughness 1/1.

The cursed role is usually something that you put on your opponent’s creatures, but there are some cards that put them on your own creatures. These don’t remove abilities so it just downsizes the creatures base stats. There are some choice targets for it, but turning a 2/2 into a 1/1 isn’t doing much.  They will be great in some matchups and underwhelming in others.

Monster Role

Monster Role — Enchanted creature gets +1/+1 and has trample.

The value of Trample is going to vary based off of the size of your creatures, but being able to add this role as a trick from Monstrous Rage or Ferocious Werefox can do some work.  

Royal Role

Royal Role — Enchanted creature gets +1/+1 and has ward {1}.

Even though it seems minimal, Ward 1 is going to play well in this format because everything feels very mana intensive.

Sorcerer Role

Sorcerer Role — Enchanted creature gets +1/+1 and has “Whenever this creature attacks, scry 1.”

In a lot of cases this is going to be the best role because it adds legitimate value every time you attack. While the Young Hero Role has more potential on offence, this is better when you are playing defense since you are guaranteed the +1+1.

Wicked Role

Wicked Role — Enchanted creature gets +1/+1 and “When this Aura is put into a graveyard from the battlefield, each opponent loses 1 life.”

I like this role in the extremely aggressive rat-based decks because every single point is going to count.

Young Hero Role

Young Hero Role — Enchanted creature has “Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.”

This is the role with the largest delta in effectiveness. If you put it on a 1/1 evasive creature then this can be insane as it keeps growing. If you are on the defense or only have large creatures then this performs as a blank game piece.

Bargain

Bargain is an ability that lets you sacrifice an artifact, enchantment, or token (including creature tokens, food, Roles, etc) as an additional cost to cast a spell to provide an additional effect. That means if they Counterspell the bargained spell, you still lose what you sacrificed.

This can do anything from making a spell cheaper to upgrading a spell. It’s important to remember that you can’t sacrifice a creature unless it is an artifact or token creature so it’s not like you always have to be playing around it like a Deadly Dispute.

Celebration

Celebration is an ability that becomes active if two or more nonland permanents entered the battlefield under your control this turn.

Do you like double spelling or putting more than one nonland permanent in play during a turn? Well then celebrate that with an additional effect. I was planning on doing that anyway, but might as well party on top of it.

This can be triggered from one card by casting a creature with a Role or Hopeful Vigil. It can also be from casting two different spells. It can even be from killing a Glass Casket to get your creature back into play and following it up with another permanent.

It cannot be from gaining control of a permanent that was already in play.  

Adventure

Adventure is a returning mechanic where you can cast either part of the spell while it is in your hand. If you played the non-adventure part of it, you’re done, finito, that’s what you get.

If you play the adventure part and it resolves, you exile the card. Once exiled, you can play the non-adventure part of the card for its regular cost. It’s an instant two for one baked into a single card which is a good thing in limited.

The big catch there is that if it the adventure doesn’t resolve, then you lose the whole card. Let’s say they Counterspell the adventure, then the card goes straight to the graveyard without passing go or collecting two hundred dollars.

The other part that comes up a lot in limited is killing a creature in response to an adventure targeting it. That’s going to be a pretty big blowout because that one for one removal just got your entire adventure card too. If it looks like they are holding up removal, it’s probably not worth it to try to use Betroth the Beast off of Besotted Knight

Wrap Up

Thanks for reading! I’ll be back tomorrow with my Green limited review of Wilds of Eldraine. Until then, stay classy people!

If you have any questions, let me know in the comments below.

You can also find me at:

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j2sjosh
j2sjosh

Josh is a member of the elite limited team The Draft Lab as well as the host of The Draft Lab Podcast. He was qualifying for Pro Tours, Nationals, and Worlds literally before some of you were born. After a Magic hiatus to play poker and go to medical school, he has been dominating Arena with over an 80% win percentage in Bo3 as well as making #1 rank in Mythic.

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