Welcome back to day two of our Dragons of Tarkir review here on TCGplayer.com! All week long we will be taking a card by card look at Dragons of Tarkir! Yesterday we kicked things off with everything that red had to offer and today we move over to blue to see if it can live up to the precedent set. The rest of the week we will of course be covering the other colors and artifacts as well as rounding things out with a Top 8 cards for Constructed list.

But getting back to today, we will be taking a look at the blue cards and the lands from Dragons of Tarkir as they apply to Constructed, Draft, and Sealed. We will rate each card in these three areas using the breakdown from the two scales below!


Constructed

5: Fives are ever-present cards that heavily warp a format or see heavy play across multiple formats. Jace, the Mind Sculptor, Deathrite Shaman, and Tarmogoyf are good examples of fives.

4: These cards tend to have support roles across multiple formats or be tier one cards in at least one. Spell Pierce is an example of the former while Thragtusk is an example of the latter. I expect to rate a lot of things as fours that are actually fives and vice versa, but in both cases these are going to be highly desired cards.

3: These are the bread and butter cards of a set, usually doing all of the essential things needed for a format, but doing them at a good rate. Cards like Oblivion Ring, Izzet Charm, or Diregraf Ghoul would be found here.

2: These cards are generally much more restrictive in use and application than a three, but they serve a similar purpose. You will see more sideboard or niche cards like Skullcrack, Heartless Summoning, or Gladecover Scout.

1: These are not going to see much play, but they have an outside chance. These tend to be weak or narrow sideboard options or extremely narrow main deck cards. Most ones will not ever make it into a winning list, but they have potential to do so.

0: These are unplayable in Constructed regardless of context. These tend to be the cards designed to balance Limited, like Grizzly Bears or Siege Mastodon or are narrow with a poor output, like Artificer's Hex.

*Any card that gets an X.5 rating just means I can see it falling to either side of the equation given the right metagame or environment.


Limited

The Limited scale used language such as "I draft this over..." but it applies to Sealed in a very similar manner. Essentially, for Sealed you would read it as "I play this over..." instead. So for a 5 in Sealed, you would play that card in your deck 100% of the time.

5: I will take and play this card over everything. Always. Examples: Umezawa's Jitte, Library of Alexandria.

4.: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or 4.5. Examples: Fireball, Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike, Merfolk Looter

2: I will draft and play these but do not value them highly. These are the typical 5th - 8th picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the 2.5 area as well. Examples: Hill Giant, Divine Verdict.

1: I generally do not want to pick these highly or play them in my maindeck. These cards are either bad or very niche and only go in specific strategies. In either case, there is a good chance these cards wheel when seen anywhere near the front end of a pack and very little value should be placed on these cards early. Reasonable sideboard cards can be found here, so you should not discount these entirely Examples: Demolish, Merfolk Spy

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus, Sway of the Stars.

With that, on to the cards!


Blue

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Ancient Carp

Constructed: 0

A five mana 2/5? That's where we have to start with blue...? It's a stupid carp!!!

Draft: 1-1.5
Sealed: 1.5-2

This is a big defensive creature that holds back morphs due to the two power. While decks would prefer to have better creatures than this, it does fill a role and should be readily available late in the packs.

Anticipate

Constructed: 3

This would seem a good deal better than Telling Time by most accounts as the times where that extra card going on top was a negative seemed to overshadow the times you wanted it there. Having two desired cards in the top three is just not all that likely, but Anticipate shores that up as a decent combo and potentially control card. Potentially some Modern play as well.

Draft: 2
Sealed: 2

This doesn't do much but it does replace itself, so it can wiggle into more decks than the power level might suggest. In delve or prowess decks you can get some extra value from this, which is nice.

Belltoll Dragon

Constructed: 0

We have seen enough hexproof printed in the last year or so that we are not really hurting for solid creatures with the ability, so there is little need to go to bad rate creatures just because they have hexproof.

Draft: 2.5-3
Sealed: 3

Hexproof is a much better ability to be rocking than first strike most of the time. While this might lose in a fight to another dragon, it isn't going to lose to removal and is a great target for combat tricks and auras. I wouldn't want to risk this face down too often just because it makes it vulnerable, but it'll be the right play some of the time.

Blessed Reincarnation

Constructed: 1

This card sort of baffles me, but on uniqueness, I want to give it a slight chance. In exchange for no longer being able to Polymorph your own creatures (the abusable half most would say), we turn this into an instant, exile the creature rather than destroy it, and get a Rebound for our efforts. I could see this being a decent tool against decks with a lot of mana creatures or with a low threat count possibly.

Draft: 2.5
Sealed: 3

This looks pretty bad at first because you are replacing the creature, but if you save this for only bombs or situations where you have no other option, then it almost always downgrades the creature. Add to that the fact that if you don't downgrade, you get one reroll off of your Rebound.

Clone Legion

Constructed: 0.5

I have to imagine this is just too expensive for any serious Constructed play. That said, this is a very powerful effect and you can certainly mount a big comeback when casting this. I will give it window, but I don't think it's open very far.

Draft: 1.5-2
Sealed: 2.5-3

If your deck can cast this, it is going to be a powerful card. Casting it while even or ahead just wins you the game and casting it while behind will often catch you up. Unfortunately, the thing costs nine mana, so many times you won't be casting this at all. Control decks obviously enjoy this the most.

Contradict

Constructed: 0.5

I don't think people are going to be willing to spend five mana to get Dismiss in Constructed but I also might have thought the same thing about four mana to be fair. I would love to live in a world where this was somewhat viable though, so fingers crossed.

Draft: 1
Sealed: 2

Five mana is a lot to ask someone to keep open turn after turn. Because of that, this basically has to be cast on a turn where you keep mana up for it, almost regardless of what is being cast. This is best in the late game where you might have extra mana and are getting a bomb, but you won't want more than one of these in your deck basically ever. Much better in a bomb heavier format like Sealed.

Dance of the Skywise

Constructed: 1

This is actually a potential card to run in decks like UW Heroic. Wings of Velis Veil is essentially this and saw a little play to save things from removal or grant creature types. This only turns you into a dragon, but even that could be beneficial to you. Hour of Need will probably be the card of choice over this until it rotates though.

Draft: 2.5
Sealed: 2.5

This acts much like most combat tricks, saving your creatures from removal and combat alike. Additionally though, the evasion this grants can be a big threat to end the game with. I would not take this super high, but I would value the first copy quite a bit, especially at uncommon.

Dirgur Nemesis

Constructed: 0

Six or ten mana spent on your giant creature is fine, but not when that creature has defender and basically no upsides!

Draft: 0.5
Sealed: 1

I am very much not a fan of this in most main decks. Having my most expensive creature be a defender mostly invalidates why I wanted a big creature in the first place. I will board this in in some matchups to hold off giant fatties in the late game though.

Dragonlord's Prerogative

Constructed: 3

I think this card is fairly outstanding, especially in current Standard. Treasure Cruise is a very powerful spell, but it asks certain things of you that some archetypes just do not handle all too well. Meanwhile, here we have Opportunity, which is a very powerful spell and was only overshadowed by Sphinx's Revelation when last reprinted. Now, if we are playing Silumgar or Stormbreath Dragon, we just get an uncounterable Opportunity? That is a huge game and has me very excited by this card.

Draft: 3.5-4
Sealed: 3.5-4

This card is outstanding in any type of long game as it just gives you so many resources to catch up or push an advantage. Being conditionally uncounterable is nice as it will occasionally matter, but mostly this is Opportunity, and Opportunity is strong.

Elusive Spellfist

Constructed: 0

The trigger on this is just too little too really matter. At +1 power you need to play a lot of spells to keep this a threat, compared with something like Kiln Fiend, for example.

Draft: 2
Sealed: 2.5

Three toughness is a very nice number to possess on your two-drop, as it should be able to meaningfully block for the next few turns. Eventually, this starts turning sideways for two a turn and that adds up over time.

Encase in Ice

Constructed: 2

This is cheap enough and has enough immediate impact to be a real card in both Standard and Modern, possibly even Legacy. Two mana to deal with a Goyf, Siege Rhino, Noble Hierarch, or Stormbreath Dragon is a pretty big deal. This can be answered by an Abrupt Decay or something, but putting the pressure back on the opponent is still pretty solid.

Draft: 1
Sealed: 1.5-2

Again, this is going to be an all-star when you can actually cast it, but you need to show some restraint and not main deck it when you don't have alternative uses for it. Sometimes it will be replacing such a bad card that the gamble is worth it, but usually you would rather have these ready to go out of the board. I am much more likely to main this in Sealed.

Glint

Constructed: 0.5

I think there are enough protection elements in white that you generally would rather not turn to this as it is a bit weaker. That said, perhaps a nonwhite deck wants some hexproof and this can fill that roll.

Draft: 1
Sealed: 1

If I have a ton of bombs, I might consider the first copy of this a little more. In general though, I want this in my board for removal heavy match ups.

Gudul Lurker

Constructed: 1.5

This guy is actually deceptively powerful. A one mana 1/1 unblockable is something that Monoblue Devotion and possibly other aggressive strategies will want. This can eventually be a 2/2 unblockable which is a nice bonus on top of everything. This is niche, but useful.

Draft: 2-2.5
Sealed: 2-2.5

Another cheap unblockable guy does put pressure on the opponent to come up with an answer. You should be looking to megamorph this in most instances as it is just such an improvement, but some aggressive decks will be fine with a 1/1 unblockable for one as well!

Gurmag Drowner

Constructed: 1

I don't really see this being good enough as a four mana sorcery, which feels like what is going to be the primary use. Then again, this does put four cards into your graveyard, which can be big in delve or graveyard synergies as it is a creature too. If you are able to get that extra value out of this card, it could be very useful.

Draft: 2.5
Sealed: 2.5

A 2/4 body is pretty solid and giving you the option to go digging for something is just pure upside. This feels like a mid-level pick that you gladly grab two of and enjoy, Great in delve, of course.

Icefall Regent

Constructed: 2

This is nowhere near the strength of something like Frost Titan, but that doesn't mean it can't be strong. This is much closer to Dungeon Geists except we are spending an extra mana on a point of power and a pseudo-protection ability. Overall, that is probably a downgrade, but with powerful blue cards asking you to pay dragon tribute, I think this might be strong enough to get some nods.

Draft: 4.5
Sealed: 4.5

A cheap and gigantic flier that also comes down as a removal spell is pretty spectacular all around. The protection ability matters a lot more where an opponent has four and five mana removal spells significantly more often than something cheap that can deal with this.

Illusory Gains

Constructed: 1

This card is pretty interesting because it is actually better against low-threat decks due to them not necessarily having another creature to feed to this. I feel like against any midrange decks with creatures will learn to hold a random mana creature in hand for when this seems play. You are still frozen to play another guy, but by spending one mana to deal with your opponent's five, you should have a big advantage.

Draft: 3
Sealed: 3

I honestly have no idea how good this card is. If you wait to nab a bomb with it, there is a decent chance your opponent will have to top deck a creature to swap it out. Still, removal that your opponent has some control over scares me a little bit. I will report back after playing with this card some more!

Learn from the Past

Constructed: 1.5

This is the type of card that always ends up defining control mirrors once the format gets to a place where control is viable and with all of the tools running around in this set for control, that seems quite likely. Being a cantrip means that you can maindeck this (maybe two copies to have a loop) and then you can delve away dead cards and shuffle in gas. Additionally, you can use this as graveyard hate against Whip of Erebos or Sidisi, Brood Tyrant decks.

Draft: 0.5
Sealed: 0.5

I would not play this unless you are using it as you win condition, which seems quite difficult in a format with so many dragons. It is a four mana cantrip and graveyard hate card, but put it in the board.

Living Lore

Constructed: 2

Perhaps this is a card only Conley could love, but the entire idea of this card is awesome to me and there are all sorts of abuse cases. This could easily be a four mana 6/6 or 8/8 for example, as the only thing this asks for is an expensive instant or sorcery in the yard. Then, if you notice the second line of text, this does not need to hit a player, but only deal combat damage to anything before you can cast the spell under it. Temporal Trespass? Na, I'll keep my 11/11 around for awhile, but an extra turn is in my future!

Draft: 3
Sealed: 3

This will usually be something between a 3/3 and a 5/5 for four mana, which is perfectly fine. The fact that this turns into a removal spell is quite nice though. Keep in mind that this cannot die in combat else you cannot sacrifice it.

Mirror Mockery

Constructed: 1

This is a really interesting card in that it is more of a blink effect than a Clone. You want to abuse enters the battlefield abilities as your token is only staying around for a phase or two. Haste doesn't even help as you have already attacked. There is a ton of potential here, although you do need to be willing to play with an aura first.

Draft: 1.5
Sealed: 1.5

Unless you have a handful of creatures on which this will actually do some work, you should likely pass on this and see if it comes back. This can generate a huge advantage for you in the right situation, but it can also be dead much of the time. Also remember that casting this on a Morph gets you 2/2 colorless tokens, not flipped versions.

Monastery Loremaster

Constructed: 0

Rather useless as a 3/2 and far too expensive to act as a Regrowth. This one stays in the Limited circle.

Draft: 2
Sealed: 2.5

The effect on this is pretty strong assuming you have the time and mana to get it face down and back safely. Getting back a removal spell or dragon totem can be a huge game and you get a 4/3 for your troubles, which isn't the worst. Casting this for four mana is usually a bad idea though.

Mystic Meditation

Constructed: 0

There are far too many good draw spells running around for players to turn to creature Sift as a viable option.

Draft: 2.5
Sealed: 2.5

Meanwhile in Limited, digging through some cards and pitching a small creature is much more appealing. Even discarding a pair of lands will usually leave you satisfied here. Delve obviously enjoys the extra cards in the yard as well.

Negate

Constructed: 2.5

Negate has become somewhat of a staple Counterspell in Standard and even has some reach into Modern. Nothing much has changed about it or the format that would make it any different than before.

Draft: 1.5
Sealed: 1.5

I will usually be fine with running the first copy of Negate in the main as there are just so many strong targets for it from removal, to totems, to some bombs. That said, if I have a very good deck, there is a chance it stays in the board, but picking one up to have there is a good idea.

Ojutai Interceptor

Constructed: 0

Four mana 3/1 fliers are only slightly worse than four mana 4/2 fliers, both of which Soar a little too low for Constructed.

Draft: 3
Sealed: 3.5

If you are able to curve this out as your turn three and turn four play, you have a massive flier in the air early and that came as a common! Just casting this for four mana is already fine, but the fact that it has megamorph and it curves out so nicely really makes this thing attractive. Probably a weak first pick, but still able to be first picked.

Ojutai's Breath

Constructed: 0

This kind of effect is generally just not worth the investment of an entire card. When it comes on a big creature or with additional upside, that is great, but stalling something for a turn or two is a bad use of three mana and a card in most cases.

Draft: 1.5
Sealed: 1

In general, I am not a fan of this kind of card outside of aggressive decks who are actually using the time they are given for something meaningful. Spending a card to delay a problem only is good if you are pressing your advantage during that delay. Rebound in general does make for strong prowess plays though.

Ojutai's Summons

Constructed: 0

Air Elemental broken up into two parts doesn't make for a better Air Elemental unfortunately.

Draft: 3
Sealed: 3

This seems rather strong to me for all the normal reasons that Rebound is strong plus a rather potent output. Granted, 2/2s get outclassed in the air in this format easier than most, but they still offer a ton of value in most situations.

Palace Familiar

Constructed: 0

Drawing a card is an output worth seeking but I don't think the front half of this is impressive enough to consider it over some other cantrip. Maybe in some weird Bident of Thassa deck?

Draft: 1.5
Sealed: 1.5

This thing is rarely horrible as it does replace itself and chump blocks, but it is also rarely outstanding. In a deck with some global pump effects or Runemarks, this can be an annoying clock in the air, but outside of that, you are really just looking to squeeze whatever value from this that you can before it dies.

Profaner of the Dead

Constructed: 1.5-2

This card is rather unique in function but I feel like the output can be so absolutely devastating that I would be surprised if this never found a home. Sacrificing something on curve like Courser of Kruphix can do a ton of damage to a developing board. This likely wants to be in aggressive decks that can use the turn of its casting for positive things. Excited to see if and where this ends up.

Draft: 4
Sealed: 4

This should basically win you the game if you are ever even or ahead and will often go a long way toward you catching up from behind. The body on this itself isn't too impressive to sacrifice or keep around, but at least it gives you options.

Qarsi Deceiver

Constructed: 1

I don't think there is ever going to be a ton of morph cards seeing play, but there might be decks that play eight to 12 of this kind of card, and once you have gone that far a 0/4 for two mana isn't the worst thing to pick up. Whisperwood Elemental and Mastery of the Unseen are perhaps the best combos with this as they constantly feed you things to spend this mana on.

Draft: 3
Sealed: 3

I am going to go out on a limb and claim that this card is incredible in this format. First of all, a 0/4 blocker for two mana is already not unplayable. High toughness is a big boon and we lost out on a lot of big butts from Khans. Beyond that though, this produces mana for something that so desperately needs a lot of mana and you are not going to be short on cards to use this with.

Reduce in Stature

Constructed: 0.5

I don't think this will be used very much because it does nothing to the special abilities on a creature. That means this is really only good for dealing with something's power or maybe setting it up for a sweeper in the future. That has some value, but there are probably answers that do just a little more.

Draft: 3
Sealed: 3

Removal that takes down just about everything from a combat perspective. Be careful because megamorph and +1/+1 counters to get around this to some degree, but this still cuts most fatties off at the pass.

Shorecrasher Elemental

Constructed: 3

I am a big fan of this but we need to be sure not to compare it to AEtherling too much, as the cards function so much differently. This will never live through a sweeper, for example, and does require seven mana up to be able to save itself twice in a single turn. That all said, this comes on a much more aggressive body with a built in work around for its tough mana cost. This might be enough to get Monoblue Devotion back into the ring.

Draft: 3.5
Sealed: 3.5

You are going to be casting this face down a large portion of the time as you won't be able to have four blue mana up to cast and protect this. That means this is in a vulnerable state for a least a turn. After that, however, you have a big and tough to deal with threat to work with, so enjoy!

Sidisi's Faithful

Constructed: 1.5

This card excites me quite a bit as a dredge player for the last few years. Creatures that have any spell-like effect prove very useful when you have a bunch of cards checking your yard for creatures. This is just a sorcery speed Unsummon when you want it to be and a 0/4 should that be of service. In either case, expect this to see a bit of weird utility play.

Draft: 2-2.5
Sealed: 2.5

I like Unsummon, even at sorcery speed in this format because you are often undoing a ton of mana from the opponent when they morphed and unmorphed a creature. In addition, +1/+1 counters are a real thing and getting rid of them isn't bad. I would expect you sacrifice the Faithful to himself most of the time, but sometimes a random 1/1 or something will take up the job.

Sight Beyond SIght

Constructed: 0.5

It feels like they have quite a bit of funky card filtering and drawing for a single set, doesn't it? Four mana would almost be ok for this if it was an instant, but as a sorcery, it feels a little weak to me. Picking one of the top two is marginal selection and even done twice, I just don't see this being a big player.

Draft: 2.5-3
Sealed: 3

In Limited I like this a lot more where it is able to skip past those annoying lands, trigger prowess twice, and ensure you have gas in the tank for later. I don't imagine you will cast this on turn four as often as it might seem, but the card is still solid.

Silumgar Sorcerer

Constructed: 1-1.5

Again, I really like the use of a spell-like mechanic on a creature and this one is fairly potent. Three mana is not the best rate to cast a Remove Soul, but it's passable enough that I think this might get a shot or two.

Draft: 3-3.5
Sealed: 3.5

I absolutely love this in Limited where you are getting a flying body at instant speed as a worst-case scenario and in many cases, you are trading off some useless defensive wall or something for a Remove Soul. Should be a high pick.

Silumgar Spell-Eater

Constructed: 0

Neither half of this card is all too exciting and even if it did see play, once people knew that it was, playing around a facedown Mana Leak is pretty easy.

Draft: 2.5
Sealed: 2.5

Casting this face up is fine if you are being beaten down by some aggressive deck and it will outlive a morph creature. You would prefer to get the two-for-one out of this if at all possible, but the versatility makes it a relatively safe pick.

Silumgar's Scorn

Constructed: 2.5

I might be a little high on this thing, but I think it might be part of the backbone of a new dragon control deck with the likes of Opportunity being back as well. Having access to actual Counterspell just because you are holding Silumgar is awesome and even when that is not available, Force Spike will still get people.

Draft: 2.5
Sealed: 3

This is clearly going to get better with the more dragons you have but even as Force Spike, you will often catch people without open mana. The restriction here is whether or not your mana base can actually afford to cast this.

Skywise Teachings

Constructed: 1

This is the type of card that could easily be turned into some kind of win condition, specifically out of the board in some kind of control mirror. Enchantments tend to be much harder to deal with than creatures and this makes all of your Counterspells and draws spells into threats.

Draft: 2
Sealed: 3

This is going to take over a long game as once you have made your second 2/2 flier, you have gotten your card's worth. Very few Draft decks will be built with staying alive this long in mind, but I do see that being much more common in Sealed.

Stratus Dancer

Constructed: 2.5-3

This seems like an excellent tempo-creature-counterspell, if we have looked at some less exciting ones thus far. This is a reasonable body for the upfront cost, although most of the power is in Negating something and then having a 3/2 flier around. If Monoblue Devotion is a thing, this will probably be a part of it.

Draft: 3.5
Sealed: 3.5

A cheap flyer that has a ton of utility all game long and can even become a little more formidable in combat seems like a pretty strong Limited card to me. Snap this up and get tricksy with it!

Taigam's Strike

Constructed: 0

Remember when this used to cost one mana but gave you one less point of power? Now that was a card... Four mana? Four?

Draft: 2
Sealed: 2

A nice way to push some prowess creatures through or simply to close a game. This is basically a blue Lava Axe, so treat it as such. Running two of these is probably a mistake.

Updraft Elemental

Constructed: 0

We have officially given our Horned Turtles flying everyone! It was a glorious day! (Still awaiting the pigs though.)

Draft: 2
Sealed: 2

As a defensive option, Horned Turtle has always been fine and giving it flying just goes even further to ensure that. Being able to peck in the air for a few points is nice as well. This does cost three which means it competes with morphs, but this should be great for the decks that want it.

Void Squall

Constructed: 0

Five mana is a heck of a lot of mana to pay for a Boomerang, or even two! This is also a sorcery, which really limits the things you can do with a bounce spell and tends to keep them out of Constructed.

Draft: 1.5-3
Sealed: 2

I think this card can be one of the best things at the top of your curve if your deck is built to take advantage of it. Done properly, this can be a double Time Walk whereas done poorly and this can be a bigger mana cost than what you get out of it. Again, prowess decks love this.

Youthful Scholar

Constructed: 1

If this were a four mana draw three, it would be very strong, as we have seen in the past. This sort of is just that though, except the third card you draw is always a zero mana 2/2. In reality, it takes more effort than that, but if you can get this to fill that roll, you have a strong card on your hands, kind of like Solemn Simulacrum.

Draft: 2.5
Sealed: 3

So I can trade this with a morph and draw two cards? Sign me up! More often than not, this is going to be excellent and then give you some more gas when you run out, although it can be an awkward top deck when you need action immediately.

Zephyr Scribe

Constructed: 1

It has been awhile since we have had a looter in Constructed, but the conditions might be good enough right now to get this some play. This works reasonably well in the graveyard strategies and whenever you get to activate this twice in a turn, it feels filthy. Of course, three mana for a 2/1 is not awe inspiring, so we shall have to wait and see.

Draft: 3.5
Sealed: 3.5

Take looters highly, especially in a format where mana can be an issue. This even comes with multiple upsides including an untap clause and two power, which is a key number to have when it comes to battling in the land of the morphs.


Land

Evolving Wilds

Constructed: 1

This is not likely to see much play while fetchlands are still around and unfortunately, it exists during the same span as fetchlands. This does help delve though, so it serves a purpose and might see a little play because of that.

Draft: 2-4
Sealed: 4

There is not a lot of mana fixing in this set so decks will generally be two colors, maybe with a splash. If you are thinking about doing anything fancy with your mana though, Evolving Wilds is pretty essential as it is one of the few options available. Many decks can ignore this completely while others will need it desperately. Much better in Sealed where you are likely to want to splash.

Haven of the Spirit Dragon

Constructed: 2

This is a pretty spiffy card, even if you are not running a ton of dragons. A threat base of say four dragons plus a pair of these lands is a lot for an opponent to fight through. Of course this is a colorless land for most things, so it has a drawback, but if you can afford it, this can be potent.

Draft: 3.5
Sealed: 3.5

You definitely need to evaluate whether or not you can even afford to play this, which means both having a stable mana base and having at least a couple of targets for the Raise Dead portion. Having one of your lands turn into a dragon in the late game is a huge advantage to possess though.


Wrap Up

Blue really has some cool tools in this set that harken back to a more old school blue control feel. Blue/black control and blue/white control were already looking solid in Standard and Dragons of Tarkir should be helping both decks out quite a bit. I especially like that we are seeing cards that should impact Modern and potentially even Legacy. We shall see if the trend continues tomorrow!

Up for tomorrow are the green cards from Dragons of Tarkir as well as the artifacts from the set, so be sure to come back then! Thanks for reading!

--Conley Woods--