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First Pick At Fate Reforged

Pro Tour Champion Ari Lax returns with one of the most important Limited articles around! See positively everything you need to know to understand Fate Reforged Limited, so that you can dominate your Prerelease and the drafts beyond!

Fate Reforged is only one-third of the Draft format. For the most part, Khans of Tarkir is going to drive this Draft format. Archetypes and pick orders may
shift as certain effects become more or less common, but the base principles will likely hold true.

I make no promises this holds for Sealed, where the set ratio is 1 to 1.

The Morph Problem

I’ve probably said something like this half a dozen times, but the morph mechanic defined Khans of Tarkir Limited. Because of the whole “no early morph
guessing games” design rule of the set, all of the morphs were expensive and sizeable creatures. They were good enough to trade early and let the morph-
heavy decks turn the corner against most aggressive strategies going late as the “three-drops” they kept drawing were actually six-drops.

Morph did not return in Fate Reforged, and creatures remained normally-sized. This means one of two things:

  • The removal of a pack of morphs and walls will destabilize the long game archetype. We’ve seen U/G tempo decks have enough tricks and reach to punch
    through, and it’s possible the bar is lowered enough that you can play a deck based on more “normal” Magic cards and win.
  • The entire first pack is full of mediocre filler bodies. The value of good blockers goes up a bit, everyone’s deck gets that much worse, and the format
    doesn’t change.

Manifest

The average Limited deck has 13-16 creatures in this format.

Given these numbers, the average manifest spell is around 33-40% to hit something you can flip up.

Except that’s deceptive. You are going to play that manifest spell over a creature because that’s what it is. And you will play the next one over a
creature. And so on. Also, it assumes all the creatures you can flip from manifest are actually blowouts to flip.

Each manifest spell you play will decrease the power of your other ones because there is a slight chance you hit that second manifest spell over the
creature it is replacing. You can’t just load up on creatures and manifest spells to solve this because the spells in this format are extremely important
in breaking up stalled boards.

Note that there is an exception for dedicated prowess decks.

So, when selecting which manifest spells to prioritize, where do we start?

The ones that make the 2/2 better.

A 2/2 creature isn’t getting you anywhere in this format. The fight over morphs has already solidified draft priorities on that end. What you want is to
make sure that in the cases where you do hit your return is higher than the equivalent morph. A large part of Khans of Tarkir Limited was based around the
five toughness barrier, and adding power or evasion gets you through that.

Khans card note: Warden of the Eye can now rebuy creatures due to manifest. A minor upgrade but definitely a relevant one.

Mana Fixing

There is one fetch or gainland per pack of Fate Reforged. With 101 commons in Khans of Tarkir and 10 gain lands, 121 cards on a rare sheet with each fetch
printed twice, and 5 tri-lands at uncommon out of however many uncommons, this means there is slightly less fixing per pack of Fate Reforged than there was
in Khans. I’m not counting Banners as those were the last resort options.

I think the big change will be that the distribution isn’t random. You won’t get fixing late out of packs flush with it. Once someone decides to take the
land out of a Fate Reforged pack, that’s it. I’m not completely sure how this changes things, but one thing I’m assuming is that it makes going Five Color
have more of an impact on the people around you. If you get the fixing early, you know for sure that your neighbors are short, and in turn, will likely
move towards a two-color deck and pass powerful multicolored cards to you, or stick to three colors and have to make sacrifices to pick mana over playables
that you end up getting.

White:

Common Creatures By Curve:

One Mana

Aven Skirmisher

Two Mana

Soul Summons Arashin Cleric

Three Mana

Dragon Bell Monk Sandsteppe Outcast

Four Mana

Abzan Skycaptain

Five Mana

Great-Horn Krushok

Tricks
:

Abzan Advantage Pressure Point

Removal:

Sandblast

Other:

Abzan Runemark

The white commons feel really mediocre.

I’m actually a pretty big Aven Skirmisher fan for how unassuming the card looks. This format tends to go later, and fliers matter more. When played early,
it’s going to do a good Lava Axe impression.

I’m not super excited about Dragon Bell Monk. It feels like yet another instance of a creature that is good up until the X/5s start landing, at which point
it is blank. Are you really going to be able cast three spells in a turn to get it over a blocker? Fortunately for the midgame interactions, there are way
more spells that replace themselves or progress your board in this set, so the cases you do get to run over their creature with the trigger are more likely
to actually be good trades than when they occurred in Khans of Tarkir.

Arashin Cleric is sideboard material at best. 1/3 is just not a relevant body in this format. No one played Jeskai Student unless they were attacking with
it as a 2/4 a bunch.

Great-Horned Krushok. War Behemoth. I hope this comparison is helpful in showing why this card is trash.

I talked about Soul Summons earlier. It’s way more of a Glory Seeker than an actual morph in a format where random two-drop two-power creatures have always
failed to impress.

Sandsteppe Outcast has gotten rave reviews from other people, but I’m not seeing it. The 3/2 mode is virtually blank when every other creature is sized for
morph, making this basically a 2/1 plus a 1/1 flier. Not the world’s worst value but not super exciting when I’m already talking about small creatures
getting rapidly outclassed. If you are the tokens plus Rush of Battle deck, that’s one thing, but this isn’t a great random value creature.

Sandblast seems underrated. Five damage should kill most things, so this is very similar to Kill Shot with aggressive utility. Even more so when you
realize a lot of Kill Shot targets were fliers or other small evasive creatures. Just note that this likely doesn’t hold in Sealed due to outlast creatures
really needing to be killed there, though there are now half as many outlast creatures you need to kill.

I often list enchantments on curve under the assumption that you can play then as pseudo-haste creatures then, but the Runemarks aren’t in the best spot
for that. They overlap with the morph slot on the curve, and the two power added doesn’t push a morph through an X/5, and doesn’t stop most double blocks
on larger creatures. There’s also a lot of blowout potential if you lose the bonus ability midcombat. Abzan Runemark’s vigilance is the only one that
avoids this last issue.

Uncommon Creatures By Cuve:

One Mana

Mardu Woe-Reaper

Two Mana

Jeskai Barricade Wandering Champion

Three Mana

Lightform

Four Mana

Lotus-Eye Mystics

Five Mana

Elite Scaleguard

Six Mana

Wardscale Dragon

Tricks:

Channel Harm Honor's Reward Jeskai Barricade Valorous Stance

Removal:

Valorous Stance

Other:

Sage's Reverie

Channel Harm is really interesting. I think that a lot of experienced players are going to have a visceral negative reaction to the card because previous
effects of the same type (combat-conditional, expensive) have always underperformed, but those effects have always been Second Thoughts-style defensive
cards. If you attack representing this card, your opponent has to jump through some hoops.

If Channel Harm fails to impress, the issue is going to be that combats in this format are light on trades in the lategame and heavy on creatures bouncing
off each other or just getting through. You aren’t going to get into many scenarios where this card kills multiple creatures. The optimal expected scenario
might be “save a couple random creatures in my aggro deck from dying to your larger creatures, kill your best creature.”

Lightform is really, really good except for the double white part. Playing it on time is going to be difficult, but if you ever hit a relevant creature off
this card, the game gets real easy.

Lotus-Eye Mystics is oddly positioned. It says prowess on the card, but the best thing to get back is Debilitating Injury, which pushes you away from
Jeskai.

A note on all of the Dragons: Sagu Archers, Monastery Flock, and Sage-Eye Harrier become that much more important. There are now 4/4 fliers you have to
handle, and multiple of them have effects that incentivize neutralizing them over killing them. There is also one pack less of these X/5’s, so there isn’t
quite the surplus that previously existed. As for when I take the Dragons, I’m not sure. Part of me feels like they are closer to Tusked Colossodon, which
suffers as basically the only six-drop you can’t play on turn 3. 4/4 flier is significantly better than 6/5, but I expect these to make it around a bit
later than they would in a non-morph format.

Elite Scaleguard is really good. The base rate is good, the ability would be good even if it didn’t apply to other creatures, and multiple instances of
that trigger each combat are really, really good.

Jeskai Barricade is way worse than it looks. Again, X/5 is the key toughness, not X/4. It’s not that the card doesn’t do a lot of things, it just doesn’t
add a lot of value when doing them.

Blue:

Commons Creatures By Curve:

Two Mana

Jeskai Sage Sultai Skullkeeper

Three Mana

Write into Being

Four Mana

Lotus Path Djinn

Five Mana

Aven Surveyor

Tricks:

Refocus Will of the Naga Whisk Away

Removal:

Rakshasa's Disdain

Other:

Enhanced Awareness Jeskai Runemark

Blue has five common creatures. Two of them are marginally sized two-drops. Not that I have anything against Oculus with a bonus as a card (pseduo-Wetland
Sambar on the other hand…), but you are going to have to be proactive in picking up real bodies packs two and three.

Of course, you do get two of the best common creatures as a consolation prize.

Alabaster Kirin was actually really awesome in Khans Draft, and Lotus Path Djinn gets to trade vigilance for prowess. I would call that an upgrade.

You also have Aven Surveyor. Avacyn Restored was one of the most miserable Limited formats I’ve played, and no single card caused more horrible experiences
than Mist Raven. The tempo gain plus evasive body is really hard to overcome. While it’s much harder to get multiple Aven Surveyors with only one pack of
them and the Peel from Reality effect in this set is an uncommon, the card is still really good.

Write into Being seems like it should be reasonably favored to hit a creature, but the odds still aren’t great. They are even worse when you realize you
are blue to play it, and you have this first pack that just doesn’t have any creatures to pick. Obviously it’s still fine as a pseudo-morph, and the high
end on the card is really high, but I feel like the quality difference between this and a War Behemoth-level morph is fairly low.

Will of the Naga costs a lot of mana for that effect. Consider that Frost Breath costs three, so the maximum “discount” you are getting is paying UU
instead of 2U. This is probably because the effect it offers is really, really good in this format. Creatures just cost more, so boards are less full, and
tapping two creatures matters more.

Whisk Away might actually be worse than a normal bounce spell or even just Time Ebb because it doesn’t get rid of a blocker before it blocks. Tempo cards
should be good at generating actual tempo.

Refocus is a card I’m having real trouble evaluating. I have a feeling it might just do a lot of things that are just too cute, which would relegate it to
a 21st-25th card. Trigger prowess while cantripping? Sure, but do I care about the untap then, and is conditional Aggressive Urge what I want? In this
mana-intensive, board-stallish format, am I going to have two mana up at the point where untapping a blocker actually gets my opponent? Is this card just
going to sit in my hand forever a lot of games while I tap out every turn and eventually cycle it hoping to hit something on turn 7 or 8?

Enhanced Awareness is not a card that really excites me, especially because it doesn’t compare well to Treasure Cruise. It’s significantly better than
Weave Fate though, despite the extra mana mattering a lot more in this format (see: Divination is an average playable, Sift is always really good).

Jeskai Runemark is by far the best of the cycle, mostly because flying is way better than any of the other abilities. I would be actively happy to play
this card, as opposed to relatively unexcited by the other ones.

Uncommon Creatures By Curve:

Two Mana

Frost Walker Renowned Weaponsmith

Three Mana

Cloudform Marang River Prowler

Four Mana

Mistfire Adept

Six Mana

Mindscour Dragon

Tricks:

Rite of Undoing

Removal:

Neutralizing Blast Reality Shift Shifting Loyalties

Other
:

Fascination

Blue’s uncommons are very high quality in this set, and for the most part, very splashable. This likely means that blue fixing is going to dry up faster
than other colors.

Shifting Loyalties seems really good in this set. Like I keep saying, board stalls happen a lot, and in those gamestates, this card is absolutely absurd.
There are also a large number of crazy rare creatures in Khans of Tarkir that you absolutely want to Control Magic. Just don’t forget to board this card
out when appropriate, as it is definitely too slow in places.

Mistfire Adept is Air Elemental and then some. 3/3 means you need two triggers to get to 5/5 and trump a Sagu Archers or uncommon Dragon, which is
definitely doable. You can spread flying triggers for alpha strikes, or even just the typical case of the 4/4 prowess’ed body being a profitable attacker
without flying.

Hexproof is not remotely close to lifelink. Cloudform is mediocre and hard to cast compared to Lightform’s absurdity. It’s still okay, as a Wind Drake is
good in this format, but not a high pick.

Marang River Prowler seems very hard for a lot of decks to beat. You can’t kill it. You can’t block it. If you are trying to block, you will eventually die
to this card. The 2/1 body might have been an earlygame liability in other formats, but with morph as the standard, you can’t really fall too far behind
casting it on turn 3. Another card I’m going to have trouble passing.

I won a ton of games with Canyon Lurkers plus Falters in Khans Draft, so I can only imagine what Frost Walker does coming down multiple turns earlier.

Neutralizing Blast doesn’t hit nearly enough, especially when you realize all the common multicolored cards in Khans are usually cast as colorless spells.
Don’t play it.

I don’t know where to place Rite of Undoing yet, but I do want to note it works way better with cards from this set than it does with cards from Khans of
Tarkir. My expectation is it’s the kind of card you take around fifth pick if you have a few things it goes really well with, like the Manifest-Form
enchantments.

Black:

Common Creatures By Curve:

One Mana

Typhoid Rats

Two Mana

Sultai Emissary

Three Mana

Hooded Assassin

Four Mana

Alesha's Vanguard

Five Mana

Sibsig Host

Seven Mana

Gurmag Angler

Removal:

Ancestral Vengeance Douse in Gloom Reach of Shadows

Other:

Tasigur's Cruelty Sultai Runemark

I really didn’t like black at first glance, but it’s growing on me the more I think about how the cards actually line up with Khans of Tarkir’s gameplans.

Typhoid Rats is at an all-time high in this set. Creatures just cost more, so having a one-drop that trades up is a massive tempo swing.

Sultai Emissary, on the other hand, is the worst Butcher Ghoul ever (N=2). There aren’t a lot of sacrifice effects in Khans of Tarkir, and the 1/1 side
doesn’t trade with anything. It basically just blocks twice and doesn’t have a relevant body either time.

I like Gurmag Angler the more I think about it. Five power to punch through blockers is a big jump in this format. I don’t think it’s actually better than
Sultai Scavenger, but it’s still good. You play Hooting Mandrills? This is basically the same card with +1/+1.

Hooded Assassin just seems bad to me. A 2/3 for three is not exciting, and a 1/2 body is not good. That means the removal effect needs to be good and the
marginal chump blocker to be the bonus, except “Destroy target damaged creature” is not great. Maybe at instant speed, but not at sorcery speed.

Reach of Shadows is one of the best commons in the set. It’s pretty straightforward. Throttle’s only issue last set was that it didn’t kill big things
straight up. This does. The downside of not killing morphs is a problem against Ponyback Brigade and not much else.

Douse in Gloom trades at even mana for a morph, then gets real bad going late. Not impressed.

Ancestral Vengeance’s -1/-1 doesn’t actually kill anything. It’s a fine tempo play, but outside of an aggressive B/W Warriors shell, I’m not impressed.

Sultai Runemark and Tasigur’s Cruelty should be evidently mediocre. Runemark’s Deathtouch just makes it so the double block that takes down your creature
is a two-for-two instead of a one-for-two, and Tasigur’s Cruelty is expensive and not worth the delve slot over creatures or Treasure Cruise.

Uncommon Creatures By Curve:

One Mana

Mardu Shadowspear Qarsi High Priest

Two Mana

Battle Brawler

Three Mana

Merciless Executioner

Four Mana

Orc Sureshot

Six Mana

Noxious Dragon

Nine Mana

Sibsig Muckdraggers

Other:

Dark Deal Diplomacy of the Wastes Fearsome Awakening Grave Strength

Noxious Dragon is the marquee black uncommon, which is sad, as it means the set lacks real removal. A large flier that takes down a morph if it dies to
removal is going to have to do.

Qarsi High Priest is actually a Looter in disguise. Sacrifice a bad creature or one that is about to die, keep flipping the manifest card until you find a
good creature to flip. This is all while fueling delve. The Stitcher’s Apprentice comparison definitely does not hold.

Orc Sureshot has received a reasonable amount of hype, but it’s being overrated. The 4/2 body is not the best-sized in a morph format, and the ability
clashes with leaving up morph mana. That said, I can’t imagine losing after flipping Ponyback Brigade with this card in play, so it might just be a card
that is absurd because of a few select interactions.

I like Coercions in some formats (Perish the Thought in Rise of the Eldrazi comes to mind), but this isn’t likely to be one of them. Too much of the format
is about using your mana to develop your board early, meaning the effect isn’t good until significantly later in the game. Diplomacy of the Wastes only has
a very small window between when you can cast it and when it is a blank, and often you aren’t taking the high drop you want to hit because it’s in play
face down.

Merciless Executioner in a non-aggressive deck is not going to be good. 3/1 bodies don’t matter, and the boards clog. In Warriors? Sure, seems good enough,
but not anywhere else.

Battle Brawler bashes hard and goes straight through morphs. Again, B/W Warriors is going to be forced even harder with this set than it was in Khans of
Tarkir. The only problem it has is that curving it into a morph doesn’t enable it.

I think I would pay six mana for a 3/6 Gravedigger, which is Sibsig Muckdraggers delving three. That seems well within reason, and I expect this card to be
an acceptable high drop. Not insane but solid in a lot of decks looking for ways to pull ahead in the mid to lategame.

Fearsome Awakening is way better than previous instances of Rise from the Grave because expensive morph creatures are trading early, giving you more good
targets for it in a timely manner. It also has the delve enablers to find your targets. I’m still not overly excited, but it has likely moved from marginal
playable to solid.

Grave Strength seems absurd. The conflict with delve is a bit problematic, but how much does this really need to pump to be good? +3/+3 seems easy enough,
and that alone would be marginally playable. The ability to make a massive creature out of anything in the lategame pushes the card over the edge.

Red

Common Creatures By Curve:

Two Mana

Smoldering Efreet Mardu Scout

Three Mana

Gore Swine

Four Mana

Goblin Heelcutter

Five Mana

Fierce Invocation

Six Mana

Defiant Ogre

Tricks:

Temur Battle Rage

Removal:

Collateral Damage Bathe in Dragonfire

Other:

Lightning Shrieker Mardu Runemark

I really do not like a lot of what red is doing in this set.

The removal is not good. Collateral Damage is not Bone Splinters. Bathe in Dragonfire is four damage at sorcery speed in an X/5 format. The low-drops are
mediocre. Nothing that favorably trades for morphs. The combat trick is two mana, and can’t break through a larger creature at card parity (a 2/2 plus
Temur Battle Rage still trades for a 3/3). The Lava Axe can be blocked to prevent the damage. Nothing breaks five toughness, and there isn’t a Falter.

Gross all around.

Goblin Heelcutter seemed really good at first glance, but I think the more realistic case is going to be they have two morphs and just block with whichever
you don’t Falter.

The rest of the cards are so… bland and straightforward. They just aren’t good.

Red decks are going to leaning hard on ferocious being enabled for Barrage of Boulders, Temur Battle Rage, or just generally for letting tempo
plays take huge chunks out of opponents’ life totals.

Uncommon Creatures By Curve:

Two Mana

Humble Defector

Four Mana

Rageform Vaultbreaker

Five Mana

Bloodfire Enforcers Hungering Yeti

Six Mana

Shockmaw Dragon

Removal:

Friendly Fire Pyrotechnics Wild Slash

Other:

Dragonrage Break Through the Line

Oh, here’s all the good red cards.

Red gets the best Dragon, as Shockmaw Dragon’s one damage trigger breaks it through an X/5 flying blocker.

It gets two really great aggressive removal spells. Pyrotechnics on the play seems borderline unbeatable, as it can take down two morphs, and as for Wild
Slash, we just have to look at Shock in Onslaught block. The tempo swing on the card is massive, and with the five-drop morph flip rule you will always be
able to have the massive turn 4 play of morph plus kill their morph before they can flip.

Break Through the Line seems very difficult for a lot of decks to beat. It also synergizes nicely with Canyon Lurkers or any larger morph, allowing you to
make it unblockable, crash in, and then flip for additional reach.

Rageform is the highest variance of any manifest card. The double strike 2/2 is not good, as it doesn’t break through X/5s, but if you ever hit a relevant
creature, it’s hard to imagine losing. I’m not a huge fan, as the virtual four-power creature doesn’t trigger ferocious, but I can easily imagine losing a
lot of games to this card despite it being bad.

Friendly Fire is a similarly excessively high variance card. I have so many terrible experiences with Cerebral Eruption, and this card seems so similar
that I can’t really endorse it, even with morph increasing the odds of hitting a card with high converted mana cost. Too much of the time you are just
going to hit a land. Just note that worst case scenario you can cast it in your opponent’s draw step and spin the wheel.

Bloodfire Enforcers is great if you can enable it, but that seems difficult. This is especially true as red is not going to pair with green and black at
the same time, which limits your ability to dredge into the setup.

Humble Defector is likely short an enabler or two of being insane. There just aren’t many untap, bounce, or sacrifice effects worth pairing it with in
Khans of Tarkir.

Vaultbreaker, on the other hand, is much more exciting. Two toughness trading for morphs is not ideal, but the decks that want a 4/2 really want the card
filtering to find the next way to remove a blocker and push your Lava Axe through.

Hungering Yeti is going to flash in to block a morph, except they can then flip the morph and trump your 4/4. This card would be way better in a different
format.

Dragonrage. Dogpile. The latter was extremely borderline. I can’t imagine the former is that much better, especially if your mana is spread across more
than two colors and you don’t get a lot of extra pumps out of it.

Green

Common Creatures By Curve:

Two Mana

Whisperer of the Wilds Ainok Guide

Three Mana

Frontier Mastodon

Four Mana

Archers of Qarsi Formless Nurturing

Five Mana

Feral Krushok

Six Mana

Ambush Krotiq

Removal:

Hunt the Weak Return to the Earth

Other:

Map the Wastes Temur Runemark

Ainok Guide suffers from factors similar to those of Hooded Assassin. The land to top tutor is not really worth a card, and the 1/1 isn’t making up the
difference. A Grizzly Bear isn’t great either. This feels on similar ground to the Banners in terms of fixing.

Whisper of the Wilds, while not fixing or a relevant body, is the much more exciting two-drop. I’ve made a lot of notes about this format being
mana-intensive, and this card is one of the only accelerants that fits well into a mana curve. The boost it provides is also relevant on curve, as it
allows you to hit the five mana barrier for unmorphing creatures a turn earlier.

I don’t think Frontier Mastodon has ferocious enabled early enough for the X/2 to X/3 jump to really matter, as it will happen after morph fights. That
leaves the card as a 3/2 for the same cost as a morph. Blah.

Archers of Qarsi is an X/2 that can’t attack. Don’t play this, and don’t board it in unless you really need a way to block a Dragon.

Formless Nurturing is a 3/3 in a format hostile to Hill Giants.

Feral Krushok. To put it in terms as simple as the card: five is big. Unfortunately, the odds are this falls into a similar position as Tusked
Colossodon just because Khans offers so many high-drop options that do something earlier on.

Ambush Krotiq has the same problems, only worse.

Hunt the Weak is really good. The on-curve morph versus morph fight alone is pretty gamebreaking.

Naturalize saw basically no sideboard play in Khans of Tarkir, let alone maindeck play. If you are playing Return to the Earth, it is for the Plummet
effect. This is a reasonable sideboard card, especially with the rare and uncommon Dragons in this set, but no more than that.

Temur Runemark does not provide a relevant ability. Next.

Map the Wastes seems very Banner-like, only it slots worse into later turns. Not impressed.

Overall, despite some individually good cards, it feels like green has lost a lot. The biggest issue I think green has is that there isn’t a common pump
spell to replace Dragonscale Boon and Awaken the Bear in the aggressive decks. While the loss of Archers’ Paraphet-style cards is also a bit problematic,
there is an abundance of those in the other packs, while there was only a slight excess of pump spells. I really liked aggressive green decks in Khans
Draft, but I don’t think they will be nearly as successful with the additional set.

Uncommon Creatures By Curve:

Three Mana

Abzan Beastmaster

Four Mana

Abzan Kin-Guard Temur Sabertooth

Five Mana

Battlefront Krushok

Six Mana

Destructor Dragon

Seven Mana

Arashin War Beast

Tricks
:

Ruthless Instincts Winds of Qal Sisma

Other
:

Cached Defenses Fruit of the First Tree Sudden Reclamation

Green’s uncommons are definitely better than the commons, but unlike red, there isn’t the same top end quality to make up for the poor commons.

The best uncommon is probably Abzan Beastmaster. It’s fragile, but the constant stream of cards is very powerful. As most things are usually flat X/5s in
this format, it’s mostly likely that everything is tied and this remains on forever.

Temur Sabretooth is the other contender for best uncommon. The loops this card creates with the common choice creature cycle are very powerful, especially
with Aven Surveyor and Sandsteppe Outcast. Also note that this works with Humble Defector. That said, it is poorly-sized and easily blocked forever by an
X/5, so the indestructible matters less than it should.

Abzan Kin-Guard is a Hill Giant. Remember what I keep saying about this format and those? If you pile counters on it, lifelink is good, but as printed it
won’t work out. Battlefront Krushok has similar sizing issues.

Arashin War Beast is way too expensive for what it does. Dies to double blocks, just makes a 2/2.

Ruthless Instincts is good, but it’s just a combat trick. On defense, granting deathtouch is rarely great without the Necrobite regenerate rider; and on
offense, it’s smaller than Awaken the Bear.

I’m not even sure I would like Cached Defenses if it was Oakenform. You can’t even necessarily target the thing you want to get the counters with this one.

Winds of Qal Sisma is Safe Passage. I feel like in a format where creatures are less likely to bounce off each other, this effect would be way better. You
can catch some good combats with this card, but the quality here drops off fast as the game progresses.

Fruits of the First Tree is a blank. Don’t get tricked by this one.

Sudden Reclamation feels a little too expensive for what it does. Gift of the Gargantua was okay, and the one extra mana lets you Raise Dead with it and
miss far less, but a big part of Gift was ensuring that you curved out. This is especially an issue here as even if you do hit a land, you really need it
to come into play untapped for your five-drop.

Multicolored:

Cunning Strike deals two damage too late in the game. The value is nice, but the cost is too high.

Grim Contest basically reads “Destroy target creature with toughness 4 or less.” Not the best removal spell in the world, but as a three-cost instant, I
can’t ask for too much more. It takes out random evasive creatures just fine.

Harsh Sustenance seems very good. It’s easy enough to make it two damage early or a ton of damage late. I predict a lot of people will be burned out from
previously safe life totals because of this card, and the lack of this style of effect was one of the huge issues with black-white and Mardu to begin with.

Ethereal Ambush is not as exciting as it looked when I first saw it. At five mana, it lands right after 2/2s stop mattering.

War Flare is hugely important. Despite the fact that it will look like there is a surplus of this style of effect, if it didn’t exist, I don’t think there
would be enough of this, Rush of Battle, and Trumpet Blast to really support that archetype.

Artifacts:

Hero's Blade Pilgrim of the Fires Hewed Stone Retainers Goblin Boom Keg Ugin's Construct

Clunky equipment. Clunky Creatures. Clunky removal.

Hewed Stone Retainers is especially bad, as the two spell a turn point is too late for a 4/4 to be what you are looking for.

Ugin’s Construct is the only stand out, and even then I’m not super impressed. The decks that wanted Bellowing Saddlebrute the most are not the ones that
are morph-heavy and might even be the ones most affected by this drawback.

Khans Improvements:

The big takeaway is even the bad morphs get way better with this set. Any morph is very valuable, as so many of the new cards match up so poorly against
them. Yes, this even means Ainok Tracker and Witness of the Ages may see regular play.

Overall

Black is by far the best color because its cards play the best with Khans cards, supporting both the high-end decks and the aggressive Warriors style
decks. Blue has the most insane commons but is fairly shallow. White is about on par with Khans, while green and red received significant downgrades as key
effects went missing.

Overall, Fate Reforged feels really similar to Born of the Gods. The new cards miss out on a key principle of the old format (morph playing well early and
late), so a lot of them will just feel bad/embarrassing when they end up in play across from their previous set counterparts.