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Levelling Up – Morningtide Limited Review, Part 1

Read Tiago Chan every Friday... at StarCityGames.com!
Mike and Patrick brought us the Standard set review. Richard and Zac brought us the Extended set review. Stephen brought us Vintage, and Abe brought us Casual play. Today, we have the start of the Limited set review! Join Tiago Chan and Nick Eisel as they rank each Morningtide card for Draft and Sealed play, starting with White, Blue, and Black. Part 2, hosted by Nick, is on Tuesday!

An individual card by card review is such a daunting task for one person, especially in a single article. For Morningtide, Craig suggested that Nick Eisel (writer of the Limited Lessons column) and I (responsible for the “Drafting With” series) team up for a complete card-by-card Morningtide Limited set review.

How did we do it? We worked together in order to have both our opinions in a single review, to make it as accurate as possible. For some cards our ratings were different by a tiny margin and we managed to reach an agreement, and for others our evaluations were wildy different, but it sure was profitable for both of us to have someone to compare opinions, and that should benefit the readers. After the ratings were assigned and the two-headed review was done, it was my task to write about the first half of the set. Nick will be responsible for the second half in his next weekly column.

Ballyrush Banneret
1W
Creature – Kithkin Soldier (Common)
Kithkin spells and Soldier spells you play cost 1 less to play.
2/1

Tiago: 6

Kithkins and Soldiers aren’t creature types with a desperate need to have their mana cost reduced, though this can still help you play your Plover Knights one turn earlier. One of my friends played Thoughtweft Trio on turn 3 in a few games thanks to this card, but I think the good card was the Trio, not the Banneret. It’s still a passable body for two mana, since that strategy involves attacking a lot.

Nick: 5

Battletide Alchemist
3WW
Creature – Kithkin Cleric (Rare)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
3/4

Tiago: 8

This card helps you win damage races, prevents lots of damage, and (with the help of some changelings) it can stop the entire offense of your opponent. Winning by damage is a lot harder when you’re facing this.

Nick: 8

Burrenton Bombardier
2W
Creature – Kithkin Soldier (Common)
Flying
Reinforce 2 – 2W
2/2

Tiago: 8

Nick and I both agree that this is the best White common. It’s a very solid creature and a very relevant combat trick, fitting the strategy of usual White decks. Attacking on turn 3 has never been so scary.

Nick: 8

Burrenton Shield-Bearers
4W
Creature – Kithkin Soldier (Common)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
3/3

Tiago: 4

This card can be a filler for your deck, though it’s one I wouldn’t be too happy about. It’s overpriced at five mana, and it doesn’t have synergy with the rest of the White cards.

Nick: 3

Cenn’s Tactician
W
Creature – Kithkin Soldier (Uncommon)
W, T: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature.
1/1

Tiago: 7

It’s a strong card, and it can mess up combat decisions and grow a creature, but the fact that it requires a tap and a mana can interfere with the curve. Its “soldier-only” clause is another drawback, and being a 1/1 is also a drawback to me.

Nick: 7

Another thing worth mentioning is that there are a good number of Soldiers in Blue too, so this is even better in a UW aggro build.

Changeling Sentinel
3W
Creature – Shapeshifter (Common)
Changeling
Vigilance
3/2

Tiago: 5

Being a shapeshifter is always a nice bonus, but its stats are pretty weak. A 3/2 for four mana needs something more, and in this case Vigilance is almost irrelevant, so I see this as a filler card.

Nick: 6

Changeling is still Changeling, no matter what. At first I wasn’t really excited about this guy, but he helps with so many tribal themes that him being a mundane attacker isn’t really that big a deal.

Coordinated Barrage
W
Instant (Common)
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents of that type.

Tiago: 7

I think this card is good because of its cheap cost. It shouldn’t be too hard to shoot this for one or two, and for a mere one mana it seems this card can gain you tempo early on. It’s also easy to leave the mana open for this one, unlike Neck Snap.

Nick: 5

Tiago is right that being cheap is a very good thing. My rating is slightly lower here because this card requires you to be extremely tribal if you want to make good use of it. That being said, it’s possible that I don’t value it high enough.

Daily Regimen
W
Enchantment – Aura (Uncommon)
Enchant creature
1W: Put a +1/+1 counter on enchanted creature.

Tiago: 4

Usually no one really likes Auras, but this one can make a creature very big and continue growing it, unlike static auras. I don’t consider this card good, and it’s going to be card disadvantage when dealt with, but unanswered after the early game it can cause some troubles.

Nick: 4

Feudkiller’s Verdict
4WW
Tribal Sorcery – Giant (Rare)
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

Tiago: 7

This card reminds me a lot of Arbiter of Knollridge, but it’s one mana cheaper. The problem is that sometimes there’s the possibility this won’t make a Giant, and in that case it’s not going to save you. If you play it on turn 6, it’s a very good card for the Giants strategy.

Nick: 8

Forfend
1W
Instant (Common)
Prevent all damage that would be dealt to creatures this turn.

Tiago: 2

It’s even worse than a Fog, but Nick pointed out that this could be a sideboard card against Thundercloud Shaman.

Nick: 2

Graceful Reprieve
1W
Instant (Uncommon)
When target creature is put into a graveyard this turn, return that card to play under its owner’s control.

Tiago: 4

It can be good with evoke creatures, but since it does very little alone, I consider it as another filler.

Nick: 5

Idyllic Tutor
2W
Sorcery (Rare)
Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.

Tiago: 1

Not even with four Oblivion Ring (as I had at Worlds) would I play with this card. It’s not worth the slot, the card, or the mana.

Nick: 1

Indomitable Ancients
2WW
Creature – Treefolk Warrior (Rare)
2/10

Tiago: 7 in control decks, 5 in aggro decks.

In aggro decks this card is just a little better than a filler, but I would be happy to have this in play when playing a control deck.

Nick: 6

Kinsbaile Borderguard
1WW
Creature – Kithkin Soldier (Rare)
Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control.
When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it.
1/1

Tiago: 8

I think it’s a low eight, because you need at least two Kithkin in play for it to be good, so you can’t play it that early. Plus the Kithkin you played in the early turns have to remain alive by the time you cast this. However, it has the potential of being huge, and it provides a nice bonus when it dies.

Nick: 8

Kinsbaile Cavalier
3W
Creature – Kithkin Knight (Rare)
Knight creatures you control have double strike.
2/2

Tiago: 6

There’s just one other Knight in Morningtide, so his bonus is destined to affect changelings mostly. Four mana for a 2/2 double striker isn’t very appealing.

Nick: 6

Kithkin Zephyrnaut
2W
Creature – Kithkin Soldier (Common)
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.
2/2

Tiago: 6

I had this card rated higher on the list because it’s so good when it hits, but then I realized most of the time it’s going to be a Gray Ogre. Even when you hit, the guy is only a 2/2 with no abilities in your own turn, meaning it’s bad at blocking

Nick: 6

Meadowboon
2WW
Creature – Elemental (Uncommon)
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke 3W
3/3

Tiago: 8

I’ve played with and against this card several times, and there wasn’t a single turn when it wasn’t good. It’s a decent creature that leaves a bonus when it dies, or a one time Ajani effect. The controller chooses exactly what he needs.

Nick: 8

Mosquito Guard
W
Creature – Kithkin Soldier (Common)
First strike
Reinforce 1 – 1W (1W, Discard this card: Put a +1/+1 counter on target creature.)
1/1

Tiago: 4

I don’t intend on ever casting this card, and Battlegrowth wasn’t exciting, so it certainly isn’t good for one extra mana.

Nick: 4

Order of the Golden Cricket
1W
Creature – Kithkin Knight (Common)
Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it gains flying until end of turn.
2/2

Tiago: 7

He’s a solid creature… a vanilla 2/2 for the early game, and a potential flier later on.

Nick: 7

Preeminent Captain
2W
Creature – Kithkin Soldier (Rare)
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.
2/2

Tiago:7

This one’s hard to evaluate. It can create a great tempo advantage if you attack with him and the opponent has no blockers (or substandard blockers), but it might be very situational, and as the turns pass it becomes worse and worse until he’s merely another vanilla creature.

Nick: 7

Redeem the Lost
1W
Instant (Uncommon)
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner’s hand.

Tiago: 5

I’d rather not play with this card, but it may make my deck if I happen to need playables. The thing is, in some situations it might be really good, saving a great card of yours from a great card of an opponent, but most of the time the effect is not that spectacular.

Nick: 5

Reveillark
4W
Creature – Elemental (Rare)
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5W
4/3

Tiago: 9

This card is so good, and completely unfair. It can end the game very quickly, since it’s a four power flyer, and it’s not overcosted like many of the rares or big creatures, and when it dies you get a lot of card advantage. Plus you can even choose to get the creatures right away by evoking it. It’s also an easy splash… I think I’ll pick it many times.

Nick: 9

Shinewend
1W
Creature – Elemental (Common)
Flying
Shinewend comes into play with a +1/+1 counter on it.
1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
0/0

Tiago: 4

A small cheap flyer without a relevant creature type for its colors. If you’re that desperate for playables, you could find a lot worse, but it’s better suited as a sideboard card.

Nick: 3

I’ve never maindecked this, and I really would rather just have a Wispmare any day.

Stonehewer Giant
3WW
Creature – Giant Warrior (Rare)
Vigilance
1W, T: Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library.
4/4

Tiago: 7…

At least a 7, due to his decent body and Vigilance, plus it creates uncertainty for the opponent even when you don’t have equipment. With equipment, this card go up to 8/9 (depending on the equipment).

Nick: 8

Assuming you have at least one equipment, this card is ridiculous. It can attack and then search out an equipment to screw up combat.

Stonybrook Schoolmaster
2W
Creature – Merfolk Wizard (Common)
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.
1/2

Tiago: 8 in Merfolk, bad otherwise.

This card goes really well in Merfolk. It’s one of the top commons if you can tap it whenever you want every turn, with cards like Drowner of Secrets or Springfield Drum. In other White archtypes such as Kithkin or Giants, the cards is really weak, maybe a filler or lower.

Nick: 8 in Merfolk, bad otherwise.

I tried playing two copies of this in a GW aggro deck with three Burrenton Bombardiers and it still wasn’t good enough. You need ways to tap this that aren’t attacking, and in Merfolk it’s unbelievably good.

Swell of Courage
3WW
Instant (Uncommon)
Creatures you control get +2/+2 until end of turn.
Reinforce X – XWW (XWW, Discard this card: Put X +1/+1 counters on target creature.)

Tiago: 9

An instant speed Overrun effect for the win, or an instant speed Fireball for the win? Whatever serves you best. It’s not that good without creatures, but then you weren’t winning anyway.

Nick: 9

Wandering Graybeard
3WW
Creature – Giant Wizard (Uncommon)
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
His tales are as tall as he is, and only a giant’s life is long enough to listen to them all.
4/4

Tiago: 7

A nice guy that gets the job done. A 4/4 for five, a little cheaper than other Giants, and one that can regain some precious life.

Nick: 7

This is also good in Merfolk since most of that tribe is Wizards, and it works well with the gain life plan of Judge of Currents.

Weight of Conscience
1W
Enchantment – Aura (Common)
Enchant creature
Enchanted creature can’t attack.
Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game.

Tiago: 7

Pacifism effects are always good. This one is a little more defensive, as it doesn’t remove a blocker right away. It has the advantage of getting rid of utility creatures, and should always make your deck… a solid card.

Nick: 7

You also get that one time tap in a Merfolk deck. I know I keep repeating this, but it is so valuable.

Declaration of Naught
UU
Enchantment (Rare)
As Declaration of Naught comes into play, name a card.
U: Counter target spell with that name.

Tiago: Sideboard

You wouldn’t want to play this card, but sometimes you can be that desperate to stop a Titan’s Revenge or a Profane Command, or another slow late-game bomb that just wins the game, and in that case you can bring this in even if it’s not that good.

Nick: 1

Dewdrop Spy
1UU
Creature – Faerie Rogue (Common)
Flash
Flying
When Dewdrop Spy comes into play, look at the top card of target player’s library.
2/2

Tiago: 7

Many small abilities combine to make this a very solid card. It’s a Faerie and a Rogue, it flies, it has Flash so you can have mana open for Faerie Trickery or Broken Ambitions. It’s still a 2/2 flyer, and extra information doesn’t hurt either.

Nick: 7

Disperse
1U
Instant (Common)
Return target nonland permanent to its owner’s hand.

Tiago: 5

I don’t consider this card like a filler, but it’s also not that good

Nick: 6

As I’ve said in past columns, it’s nice to know this is here so that you don’t have to go taking Whirpool Whelm with a high pick to make sure you get a bounce effect.

Distant Melody
3U
Sorcery (Common)
Choose a creature type. Draw a card for each permanent you control of that type.

Tiago: 6

Initially I thought this card was a 7, but after talking with Nick it dropped on my perspective. For example, I wouldn’t want to pick this card for my Blue/Black control decks, altough in a deck like Merfolks this can be a really good card, but still very late game.

Nick: 5

Fencer Clique
2UU
Creature – Faerie Soldier (Common)
Flying
U: Put Fencer Clique on top of its owner’s library.
3/2

Tiago: 8

Three power flyers at a reasonable cost are very good deals since it provides you with a clock in a single card. If you happen to have the ground stabilized, then it’s ability his quite good, and more oftem than not if an opponent is having troubles stopping him, you use it and play him again next turn, where most likely the card will still be troublesome.

Nick: 8

Floodchaser
5U
Creature – Elemental (Common)
Floodchaser comes into play with six +1/+1 counters on it.
Floodchaser can’t attack unless defending player controls an Island.
U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.
0/0

Tiago: 6

An upgrade on the usual six mana big Islandhome cards. They serve as great blockers in some decks, and can be a threat against Islands. This has the bonus to make Islands to allow some attacks, and perhaps most importantly, some friends, as there are a lot of Islandwalk in this block.

Nick: 6

Grimoire Thief
UU
Creature – Merfolk Rogue (Rare)
Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent’s library from the game face down.
You may look at cards removed from the game with Grimoire Thief.
U, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names.
2/2

Tiago: 6 (much more if you have Drowner of Secrets)

I’ve played with this card a couple of times, so I have a good feeling of what it’s like. I’m saying specifically Drowner because if you have a Drowner, you actually have a chance or a plan to win by milling, while if you have only a Drum or a Mothdust Changeling it’s just an interaction. I think this card by itself won’t be enough to go for a milling plan, though it can happen as three cards a turn is decently fast, but I see it as a speed enhancer of milling strategies, that’s why the Drowner connection.

Nick: deck dependant, it can be a bomb in the right deck, just a bear in others.

Ink Dissolver
1U
Creature – Merfolk Wizard (Common)
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.
2/1

Tiago: 5

Two mana for a 2/1 that doesn’t do anything to impact the board? Not really my style. Again, the connection with Drowner: with a Drowner he can mill one extra card every turn by tapping, and occasionally he’ll mill three more.

Nick: 5

Inspired Sprite
3U
Creature – Faerie Wizard (Uncommon)
Flash
Flying
Whenever you play a Wizard spell, you may untap Inspired Sprite.
T: Draw a card, then discard a card.
2/2

Tiago: 8

Flash, flying, card drawing, and it can untap? Sign me up. You shouldn’t be losing a game with this card active, and flash usually guarantees you’ll get at least one activation even if they have removal.

Nick: 8

Knowledge Exploitation
5UU
Tribal Sorcery – Rogue (Rare)
Prowl 3U
Search target opponent’s library for an instant or sorcery card. You may play this card without paying its mana cost. Then that player shuffles his or her library.

Tiago: 7 in Prowl decks, Sideboard otherwise

Maybe it should be higher rated if you prowl it out, but I haven’t seen a really devastating situation tat it’s created. You’re still most likely tapping out, therefore not playing anything else, for a spell in the dark. You don’t know what impact it will have, and sometimes it would be better to play something else. If you can only play seven mana for it, it can be a sideboard card against a deck with powerful spells, although it can be frustrating if they have already drawn them by the time you play this card.

Nick: 7 in Prowl decks, Sideboard otherwise

Latchkey Faerie
3U
Creature – Faerie Rogue (Common)
Flying
Prowl 2U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card.
3/1

Tiago: 8

Again with the three-power fliers. Worse than a Fencer’s Clique in normal decks, but so much better in Prowl decks. This card is the real reason for Nightshade Stinger and Prickly Boggart being played.

Nick: 8

Merrow Witsniper
U
Creature – Merfolk Rogue (Common)
When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard.
1/1

Tiago: 2

Adding an almost irrelevant ability still doesn’t make a 1/1 good, even for fans of curving out every turn, or for prowl. Whatever gains you get by playing it, you’re losing by having to play with it.

Nick: 1

Mind Spring
XUU
Sorcery (Rare)
Draw X cards.
Fragments of thought refract and multiply, surging in a geyser of dizzying insight.

Tiago: 9

Strong effects with an X in the cost rate very highly. As time goes by, they become stronger, until at some point they win the game. This one’s isn’t so direct (like Fireball), but after playing it for a big X, if you manage to untap you’re in a great position to win. It shines in the mid and late game, and laughs about the possibility of being mana flooded.

Nick: 9

Mothdust Changeling
U
Creature – Shapeshifter (Common)
Changeling
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.
1/1

Tiago: 5 (better in Merfolk as it provides a way for any Merfolk to tap at any time).

My problem with this card is the 1/1 body. The creature type is a nice bonus, and the ability to tap any of your creatures at any time can be quite useful in Merfolk.

Nick: 5 (but 7 in Merfolk).

Negate
1U
Instant (Common)
Counter target noncreature spell.

Tiago: 5

I actually like this card in Sealed Deck, where everyone’s playing with more powerful spells and bombs, but in a draft metagame where tempo matters too much, and with a Tribal mechanic, I see this card doing nothing even where you have mana open, so I think it’s close to a filler.

Nick: 5

Best as a sideboard option.

Nevermaker
3U
Creature – Elemental (Uncommon)
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner’s library.
Evoke 3U
2/3

Tiago: 8

I like this card a lot because I think a 2/3 flying body for four mana is a good deal. That extra point of a toughness (compared to a 2/2) is what allows him to block the vanilla 2/1s and 2/2s. If the opposing deck needs to kill him, you get a free effect that’s both tempo and card advantage. For those who think I play too defensively with this card, there’s also the option to evoke it for a Time Ebb effect to clear a blocker and continue attacking, without losing card advantage.

Nick: 8

Notorious Throng
3U
Tribal Sorcery – Rogue (Rare)
Prowl 5U
Put X 1/1 black Fairy Rogue creature tokens with flying into play, where X is the damage dealt to opponents this turn. If the prowl cost was paid, take an extra turn after this one.

Tiago: 9

My friend had this card in two prereleases and it was so good for him, even if he couldn’t prowl it (as he was splashing it). I played Invasion Limited, and Ordered Migration for five mana made a 1/1 flying token for each land type you had, so you usually picked up between two and five flyers, and thus it was a very high pick. This one has the potential to make a lot more flying tokens, and if you can prowl it, you probably win.

Nick: 9

Research the Deep
1U
Sorcery (Uncommon)
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner’s hand.

Tiago: 4

One of my opponents won seven clashes with this card at the prerelease over the course of one game. He keeps telling everyone the card is very good. Don’t fall for that. I see it as a two mana sorcery speed cycling. Even if you win a clash, it’s still worse than Think Twice. The only scenario where I can see myself wanting it is on turn 2 when I have no third land, as it allows me to look two cards deeper in my deck. I see it as filler, so I’d rather not play it.

Nick: 4

Sage of Fables
2U
Creature – Merfolk Wizard (Uncommon)
Each other Wizard creature you control comes into play with an additional +1/+1 counter on it.
2, Remove a +1/+1 counter from a creature you control: Draw a card.
2/2

Tiago: 8

Every time I saw it in play was really good, since almost all Blue Merfolk – and many Blue creatures – are Wizards. Cards like Angler and Douser don’t really enter combat, so it doesn’t even hurt you by removing their +1/+1 counters. Nick thinks it might be even higher than 8, since if they don’t kill it soon, it’s game over.

Nick: At least an 8

Sage’s Dousing
2U
Tribal Instant – Wizard (Uncommon)
Counter target spell unless its controller pays 3. If you control a Wizard, draw a card.

Tiago: 6

It’s easier to cast on turn 3 than Faerie Trickery when you don’t have a play, it’s fine for curve purposes, and later on paying three extra mana still counters a lot of stuff. Couple this with the possibility of drawing a card… it’s good, though a little dependant on your deck.

Nick: 6

Sigil Tracer
1UU
Creature – Merfolk Wizard (Rare)
1U, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
2/2

Tiago: 7

Everyone dreams of doubling removal spells, but they’re not that common in Blue. Even if you don’t have many spells, it prevents (or dissuades) your opponent from playing such spells themselves.

Nick: 7

Slithermuse
2UU
Creature – Elemental (Rare)
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke 3U
3/3

Tiago: 7

He’s a 3/3 Elemental for four mana, but I don’t see his ability being that useful in typical Blue decks, especially when your opponent is looking at it, unless you can empty your hand really fast with Smokebraider or Banneret . It has been good for Nick every time he’s played it, so for him it’s a 7 at least, or maybe an 8.

Nick: 7 at least

Stonybrook Banneret
1U
Creature – Merfolk Wizard (Common)
Islandwalk
Merfolk spells and Wizard spells you play cost 1 less to play.
1/1

Tiago: 5

This is a Banneret with very weak stats, a very tiny body, and a pretty useless extra ability, as it incites attacking and he only has one power. Plus, these creature types don’t desperately need accelaration, at least to justify a 1/1 card.

Nick : 4

Stream of Unconsciousness
U
Tribal Instant – Wizard (Common)
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Tiago: 4

Even though this card can create favourable situations and even card advantage, and I’m sure many of you can easily picture a scenario where it would been really good, it’s too situational to be effective, so I see it as another filler.

Nick: 4

Supreme Exemplar
6U
Creature – Elemental (Rare)
Flying
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)
10/10

Tiago: 8

If you’re elementals, this card is very good. Either they find a solution or they’re dead in one or two turns. I left it as an 8 because it costs seven mana and requires you to champion an Elemental, but Nick can see it being a nine.

Nick: 9 in Elementals, which we all know I love far too much.

Thieves’ Fortune
2U
Tribal Instant – Rogue (Uncommon)
Prowl U (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.

Tiago: 5

Too expensive for what it does. Prowl doesn’t even add something extra to this card, it just lowers the cost… which actually might be fine to upgrade it to a 6.

Nick: 5

Vendilion Clique
1UU
Legendary Creature – Faerie Wizard (Rare)
Flash
Flying
When Vendilion Clique comes into play, look at target player’s hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.
3/1

Tiago: 8

Another three-power flyer. This one’s cost is even lower, plus it has flash, and the ability provides you with information and replaces their best card. You don’t get card advantage, but you do attack his hand a little. You can even choose not to cycle anything if his hand is weak.

Nick: 8

Waterspout Weavers
3UU
Creature – Merfolk Wizard (Uncommon)
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
3/3

Tiago: 5

He’s a Merfolk Snidd that doesn’t have any synergy at all with the Merfolk strategy, but I give him some credit because Levitation ability has always been strong. Sadly, this time you can’t control it.

Nick: 3

Auntie’s Snitch
2B
Creature – Goblin Rogue (Rare)
Auntie’s Snitch can’t block.
Prowl 1B
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.
3/1

Tiago: 6

I’ve played with this card in Prowl decks a couple of times, and I wasn’t really impressed. He can’t block against aggro decks, which can lose you some races. Against big creatures, he’ll be stopped and then once again he can’t block. Since the 1/1 evasive creatures that enable the Prowl are also kind of bad at blocking, it can leave you too exposed. It would’ve been much higher if it could block.

Nick: 6

Bitterblossom
1B
Tribal Enchantment – Faerie (Rare)
At the beginning of your upkeep, lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

Tiago: 8

I’ve played it twice, and it was always really bad for me, even once when I played it on turn 3. However, I can see this being really good, as I’ve have also played against it and scooped. This card is a lot weaker in the late game, and sometimes unplayable, but it can also cripple some strategies all by itself, like Blue/Black or Black/Red control decks.

Nick: 9

Blightsoil Druid
1B
Creature – Elf Druid (Common)
T, Pay 1 life: Add G to your mana pool.
1/2

Tiago: 5

Usually a weak card, but it might be needed in certain decks like Elves or Treefolk. One should be able to identify whether it’s neccessary by the time Morningtide rolls around.

Nick: 5

Earwig Squad
3BB
Creature – Goblin Rogue (Rare)
Prowl 2B
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent’s library for three cards and remove them from the game. Then that player shuffles his or her library.
5/3

Tiago: 8 if you can prowl it on turn 3.

Once again I’m being picky. For this card be really good, I wouldn’t be happy about simply playing it of the Prowl. I think its main strength is the possibility of a 5/3 creature on turn 3 – the ability is just a nice bonus, though sometimes it makes for good stories.

Nick: 8 if you can prowl it.

It does remove your opponent’s three best cards, which is pretty strong in a Limited game. A Jester’s Cap on its own wouldn’t be good enough in Limited, but when it’s for free on a 5/3 body it is much more desirable.

Fendeep Summoner
4B
Creature – Treefolk Shaman (Rare)
T: Up to two target Swamps become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
3/5

Tiago: 8

Maybe I’m undervaluing it, as once you untap with him in play (and Swamp) it’s very difficult for someone to damage you without evasion. However, his offensive power is reduced unless the board already looks good for you, and it doesn’t help the Treefolk cause (which is already playing for the late game). It’s very strong in the archtype as long as it’s playing with Swamps.

Nick: 8

Festercreep
1B
Creature – Elemental (Common)
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
0/0

Tiago: 6

I symphathise with this little creature because he’s quite annoying against certain archtypes, such as Merfolk, Faerie Rogues, and Elves. He’s a Hurly-Burly you can play maindeck.

Nick: 6

Frogtosser Banneret
1B
Creature – Goblin Rogue (Common)
Haste
Goblin spells and Rogue Spells you play cost 1 less to play.
The Frogtossers thread feathers, bones, and trophies from past raids into their standards, believing they fuel the warren with the anger of its victims.
1/1

Tiago: 5

Another example of a weak Banneret: a 1/1 body for tribes that don’t need the acceleration to a point they would be willing to run this card.

Nick: 5

Final-Sting Faerie
3B
Creature – Faerie Assassin (Common)
Flying
When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.
2/2

Tiago: 6

It’s actually fine in aggro decks, because its mere existence causes some uncertainty for the blockers, which favours the aggro deck. However, it’s not so good in control decks, or in decks like Faeries where the creatures have evasion.

Nick: 6

Maralen of the Mornsong
1BB
Legendary Creature – Elf Wizard (Rare)
Players can’t draw cards.
At the beginning of each player’s draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.
2/3

Tiago: 4

I don’t want to play this card, as it can backfire a lot. In aggro decks, it can serve as a finisher, so it can be good right away on turn 3 or for the last points, but not in between. Since his creature types aren’t that useful either, I can’t rate him higher.

Nick: 4

Mind Shatter
XBB
Sorcery (Rare)
Target player discards X cards at random.
Dark thoughts hatch and twist within the mind, straining to take wing.

Tiago: 8

I feel I like this card more than other players. Despite the obvious scenario where you destroy the opponent’s hand with it, if I have no turn 4 play I’ll cast it for two, and it will be good. In the late game, even if the opponent is just holding two cards, this puts him in topdeck mode. It also gives you much better information for the rest of the game, as they’ll need to play spells.

Nick: 7

Moonglove Changeling
2B
Creature – Shapeshifter (Common)
Changeling (This card is every creature type at all times.)
B: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)
2/2

Tiago: 7

A solid Changeling creature with a decent ability.

Nick: 7

Morsel Theft
2BB
Tribal Sorcery – Rogue (Common)
Prowl 1B
Target player loses 3 life and you gain 3 life. If Morsel Theft’s prowl cost was paid, draw a card.

Tiago: 7

It’s so hard to evaluate this card. In my notes, I had a 7 if you could prowl it, a 5 in aggro decks, and a 3 in control decks. We decided to rate this card assuming one could play its Prowl cost. I’m not that excited about it as it doesn’t improve your board, but Nick says it’s very good in Aggro-Faeries, and we would consider it an 8 in that archetype.

Nick: 8

Nightshade Schemers
4B
Creature – Faerie Wizard (Uncommon)
Flying
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.
3/2

Tiago: 8

I have been rating every three power flyer at 8, though this one is pricier on mana. If your curve is too high by the time you hit Mornintide then you shouldn’t pick him highly, but he’s a very aggressive card, given the evasion and the two toughness. His ability is also good for extra damage. It reminds me of a Torment card, Soul Scourge, but a little weaker.

Nick: 7

Noggin Whack
2BB
Tribal Sorcery – Rogue (Uncommon)
Prowl 1B (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. Choose two of them. That player discards those cards.

Tiago: 7

I like this card better than other cards with Prowl because it can still be played successfully without the Prowl cost. Most of the Prowl cards fluctuate in power when played with or without the Prowl, while Noggin Whack is a little more balanced. It’s not that powerful with Prowl, and not so weak without. However, it’s still only a 7 for the Prowl cost, as Mournwhelk is not a 7.

Nick: 7

Offalsnout
2B
Creature – Elemental (Uncommon)
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B
2/2

Tiago: 5

Mediocre would be the word. An irrelevant creature type. An Ashcoat Bear for an extra mana.

Nick: 4

Oona’s Blackguard
1B
Creature – Faerie Rogue (Uncommon)
Flying
Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
1/1

Tiago: 8

I’ll let Nick do the comments on this card, as he thinks it’s a lot better than I do, and he may be right.

Nick: 9

I think it’s a 9, as it’s cheap so it comes down before your other rogues, and it works on any +1/+1 counters, so I’ve splashed it into a Kithkin deck with lots of reinforce to make my guys into Abyssal Specters. It’s also sick with Marsh Flitter, but the key points are: cheap to play, a prowl enabler, and the potential to be good in other decks.

Pack’s Disdain
1B
Instant (Common)
Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent you control of that type.

Tiago: 7

Cheap, situational, instant speed removal. All elements combined make for a 7, though it’s better suited for aggro decks as they tend to have a better curve.

Nick: 7

Prickly Boggart
B
Creature – Goblin Rogue (Common)
Fear
1/1

Tiago: 6 in Prowl, bad elsewhere.

Turn 1, this can sometimes be a Lava Axe against non Black decks. The real reason people talk about this card nowadays is because it’s a turn 1 rogue to enable prowl with some kind of evasion. He’s okay in that case, but bad in all other decks.

Nick: 6 in Prowl, bad elsewhere

Pulling Teeth
1B
Sorcery (Common)
Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card.

Tiago: 3

Some people might be optimists when looking at clash, I don’t count on winning it, and the odds favour me, so I think this card is very weak. Close to unplayable.

Nick: 3

Revive the Fallen
1B
Sorcery (Uncommon)
Return target creature card in a graveyard to its owner’s hand. Clash with an opponent. If you win, return Revive the Fallen to its owner’s hand.

Tiago: 4

Raise Dead wasn’t very exciting. It just seems that a bunch of weak cards were given “Clash and return to owner’s hand with victory” for an extra mana. I see clash as a bonus, but a bonus on weak cards still doesn’t make them much better.

Nick: 5

Scarblade Elite
BB
Creature – Elf Assassin (Rare)
T, Remove an Assassin card in your graveyard from the game: Destroy target creature.
2/2

Tiago: 6

There are very few assassins in ths block – Lys-Alana Scarblade, Hunter of Eyeblights, Final-Sting Faerie, Weed-Prunner Popler. Fortunately there are Changelings, and if they’re in your deck, this card is more than a bear and you should pick it higher. However, don’t expect to kill many creatures with it, as your opponent will see it coming. You need it to lose summoning sickness, and it’s not easy to dump a changeling spell into your graveyard at instant speed.

Nick: 6

Nameless Inversion does spring to mind when I think of this card.

Squeaking-Pie Grubfellows
3B
Creature – Goblin Shaman (Common)
Kinship – At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking-Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.
3/2

Tiago: 5

Their power and toughness aren’t strong for four mana, and you won’t hit the kinship that often. Even when you do, it’s not an effect with much impact, but it can make your opponent play slightly different with a Grubfellows on the table, so some credit goes to them.

Nick: 5

Stenchskipper
3B
Creature – Elemental (Rare)
Flying
At end of turn, if you don’t control a Goblin, sacrifice Stenchskipper.
6/5

Tiago: 8 in Goblins

With many Goblins in your deck to guarantee survival, it can end the game very quickly. I don’t rate it higher because even in a Goblin deck it can automatically die, and if the opponent has removal there’s a chance you’ll be two-for-oned. It doesn’t have a strong enough impact to be a bomb. Bear in mind it’s unplayable outside of Goblins, even with Changelings.

Nick: 8

Stinkdrinker Bandit
3B
Creature – Goblin Rogue (Uncommon)
Prowl 1B
Whenever a Rogue you control attacks and isn’t blocked, it gets +2/+1 until end of turn.
2/1

Tiago: 7

Since Nick has much more experience with the Prowl atchetype, I’ll let him tell you more about it.

Nick: 7 / 8

In Goblin-based Prowl decks, this card is a 7, but in Faerie-based Prowl decks it’s an 8 because Faeries has more evasion. If you Prowl this early in an aggressive Faerie archetype even your Nightshade Stingers will be hitting for three damage, and thus the game shouldn’t last too long.

Violet Pall
4B
Tribal Instant – Faerie (Common)
Destroy target nonblack creature.
Put a 1/1 black Faerie Rogue creature token with flying into play.

Tiago: 8

Very strong instant speed removal that has a subtle card advantage aspect that can be quite useful in some attacks.

Nick: 8

Warren Weirding
1B
Tribal Sorcery – Goblin (Uncommon)
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

Tiago: 6

Situational removal… it’s really bad if they have a Changeling, and it’s only really good in the first few turns of the game where your opponent’s selection will be minimal.

Nick: 6

I did win a game once by “Edicting” my own Changeling just to get two hasty guys for an alpha strike, but overall this card is great early game and pretty bad as the turns go on.

Weed-Pruner Poplar
4B
Creature – Treefolk Assassin (Common)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
3/3

Tiago: 7

It’s slow and it can kill your own guys sometimes, but it’s effect will probably win you one game of a Draft Pod where you play three rounds… you just need to draw it in a timely fashion against the right matchup.

Nick: 7

Weirding Shaman
1B
Creature – Goblin Shaman (Rare)
3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.
2/1

Tiago: 7

A 2/1 for two mana for early beats or curve purposes, and one that’s not merely a vanilla creature, can be good in the late game. Good but nothing spectacular, unless the board stalls a lot.

After reviewing the first three colors, I conclude part one of this review! Join Nick Eisel in his article next Tuesday to finish the Morningtide Limited card-by-card set review.

Thank you for reading, and thanks to Nick for being fun to work with!

Tiago