Hello and welcome back to day four of our week-long review of Dragons of Tarkir here on TCGplayer.com. I am Conley Woods and all week we have been doing a card by card breakdown of the newest set. Today, we set our sights on the white cards from Dragons of Tarkir and we will also start up on the multicolored cards before finishing those up tomorrow. We will also take a look at my Top 8 cards for Constructed tomorrow and there are a lot of viable candidates in this set.

Our breakdown has involved discussing each card a bit and talking about its strengths and weakness in both Limited and Constructed. After that we give each card a series of rankings for Constructed, Draft, and Sealed. The meaning behind all of those numbers can be found on the following two scales but remember that relative scoring is more important than anything here.


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!


White

Anafenza, Kin-Tree Spirit

Constructed: 2

This card is kind of odd in that it does some cool things, but I don't know who wants them. The white weenie strategies over recent years have so often been token-based and nothing else can really cast this. I do know that it works in Modern Pod combo as a replacement for Melira with pretty big upside of doing things other than just combo. I hope we see this played before it leaves Standard though.

Draft: 3.5
Sealed: 3

This is one of those two-drops that you really want access to early so that its effect goes maximum distance. Later on this is still very good, but it will have lost some value. Because of this, you want at least nine, but more likely ten or eleven white sources in your deck to cast this at a reasonable time.

Arashin Foremost

Constructed: 1.5

If this just did not have The Warrior restriction on it, I think we would have a pretty sweet card for Constructed. As is, the success of this depends on the success of The Warrior archetype or possibly enough oddball warriors in one deck to warrant him. I think there will be some warrior decks, but I'm not sure how often they will include this or if they will ever get to tier one status.

Draft: 3.5
Sealed: 3.5

There are a ton of warriors in this format and double strike is good on them all. This having double strike alone makes it a great target for bolster or auras, so suit up and start swinging!

Artful Maneuver

Constructed: 1-2

While the actual pump spell part of this is not the most impressive thing in the world, getting it twice is pretty nice. I can see heroic or prowess decks using this as a huge source of damage and triggers.

Draft: 2.5
Sealed: 2.5

I like a trick that comes with some extra value attached. While the Rebound half of this won't save you from a removal spell or trick an opponent in combat, it will help allow something to push through for an attack it otherwise might not have been able to make.

Aven Sunstriker

Constructed: 1.5

Anything with double strike makes me pause and go look for pump spells. This not only has access to some good ones, like Titan's Strength, but it also has flying, which is not something double strike creatures normally have. I think there is some real hidden potential here.

Draft: 3-3.5
Sealed: 3-3.5

This thing just tears apart the sky once you bolster it even just a single time or maybe even get lucky enough to Runemark it up. For three mana, that is a lot of pressure quickly. Even on its own this thing is not the worst due to megamorph, so enjoy!

Aven Tactician

Constructed: 0

The staple five mana white common flier of the set. This one is actually kind of useful but on rate alone it really doesn't deserve any Constructed attention.

Draft: 2-2.5
Sealed: 2.5

With three toughness, it can actually be a bit tricky to get this to bolster itself, but even when it has to go elsewhere that's not the worst thing. In general, a 3/4 is huge in the air due to it blocking all of the uncommon dragon cycle, but a 2/3 has value as well with morphs and all.

Battle Mastery

Constructed: 0.5

I have given this a glimmer of hope in the past so I will continue to do so. I think that in general we need a mana less than this to be competitive, but once again, there is a 5/1 hexproof in this set, so...

Draft: 1
Sealed: 1

Not a big fan of auras, especially when they do not add any stats to the creature. If you have a hexproof thing or two, then by all means, go for the combo. In general though, I think you want to avoid exposing yourself to two-for-ones when they come this clunky.

Center Soul

Constructed: 1

Much like our last Rebound card, this has a shot at being something in a heroic deck or maybe another aggressive white shell. I think Feat of Resistance is generally better, but if getting through unblocked two turns in a row is your goal, Center Soul just works better.

Draft: 1.5-2.5
Sealed: 2

You are looking to counter removal or win what would otherwise be a trade at first and then on the Rebound you are just looking to sneak through damage or Remove a Pacifism from your creature. I like the first copy of this many times but rarely a second in the main unless my prowess deck is just nuts.

Champion of Arashin

Constructed: 0

I love lifelink more than most people, but I don't think I love it enough to stoop this low for a taste of it in Constructed.

Draft: 2
Sealed: 2.5-3

Lifelink is a very strong ability in Limited but this guy has to work with the fact that he costs four mana and only brings two toughness to the table which is very poor in this format. That means you need something else to really get this guy into combat shape. Still, lifelink is worth working for much of the time.

Dragon Hunter

Constructed: 2

Any two power creature for one mana is going to perk an ear or two and this does that plus comes with some fringe protection and blocking abilities, which is nice. More importantly though, this has the creature type of warrior, which could be quite huge for a while.

Draft: 1.5-2.5
Sealed: 1.5-2.5

You can definitely run this in your main because he offers early pressure and has the potential to be good later on should you run into a dragon. In general, my nonaggressive decks are going to start this in the board and my aggressive ones in the main.

Dragon's Eye Sentry

Constructed: 1

What in the heck is this card? A 1/3 with first strike is already pretty weird, but then defender? This could be solid against aggressive decks though as it actually Threatens to kill attackers, so not a card without a purpose.

Draft: 0.5
Sealed: 0.5

I really don't want to start a creature that cannot attack and cannot take down a face down creature. This is absolutely solid against an aggressive token strategy, but so is a Grizzly Bear without failing to offer anything else.

Dromoka Captain

Constructed: 0

I think if this were two mana, it would be a really interesting card, but at three mana it attacks on turn four as a 2/2 at best, which just seems very poor. Even as a 3/3 on turn five we aren't talking anything special. Plus it's not even a warrior!

Draft: 2.5
Sealed: 2.5

This needs to be able to attack a couple of times to really get going, so it is hard to rate this too highly. In the late game for example, this is pretty awful. Early on however, you can just randomly snowball a game after playing this on turn three as your unstoppable thing grows itself and everything else you play.

Dromoka Dunecaster

Constructed: 0

I love one mana tappers but with an activation cost of two mana, you quickly lose me again.

Draft: 3
Sealed: 3

Tappers are essentially just removal when it comes to evaluating them. Not being able to hit fliers is definitely a drawback in this format, but there will rarely be a situation where this is left without a target as a result. Two mana can be a bit much to always keep up at times though.

Dromoka Warrior

Constructed: 1

There are actually two 3/1 white creatures for two mana in Standard and both of them are warriors, so I am not sure which would get the nod, as both almost certainly won't.

Draft: 2
Sealed: 2

A great aggressive creature and another thing you just hope trades in every other scenario. One toughness can be a big detriment as there are quite a few ping effects running around Tarkir.

Echoes of the Kin Tree

Constructed: 0

Spending five mana to get your first +1/+1 counter out of this feels like an awful lot of investment for such little payoff. If the mana costs on this and its activation were switched, that might help, but it still feels quite clunky.

Draft: 2-3
Sealed: 3

This takes over any long game in which you have some time to set it up. Against an aggressive opponent or in a game where you are light on mana, this won't do much, which is where its shortcomings lie, but if you get to see this in a long game, enjoy!

Enduring Victory

Constructed: 0

Neck Snap and all of its variations have always been too expensive for Constructed where you see the cheaper variants like Condemn really shine.

Draft: 2
Sealed: 2.5

Five mana is a lot to keep open on defense which makes this kind of tough to wield. Still, removal is good and this can often lead to a two-for-one as it bolsters something and maybe lets you win another trade in combat. In general though, this is a one-of piece of removal as they get really awkward real fast when you draw multiple.

Fate Forgotten

Constructed: 1

Revoke Existence is a potent spell because of its ability to exile things, especially the gods in Standard right now. Paying an extra mana for an instant speed upgrade is not something many decks will want, but the UW Control players and such of the world should enjoy it.

Draft: 0.5
Sealed: 1

Good at taking out dragon monuments and the various Runemarks that will probably pick up some popularity now. Still, as with most conditional spells, I would prefer this begin in my sideboard.

Glaring Aegis

Constructed: 1-1.5

This card reminds me a lot of what Dragon Mantle is currently doing. Drawing a card is a big bonus of course, but tapping a creature isn't too bad and you get immediate stats out of this. Heroic very well might adopt this though. Also, R.I.P. Holy Strength.

Draft: 1.5-2.5
Sealed: 1.5-2.5

This card is quite strong in prowess decks as it provides a lot for such little mana. Also, +1/+3 is a lot of stats for just a single mana, ignoring the tapped creature clause which is one of the biggest strengths here. Solid card all around, at least for an aura.

Gleam of Authority

Constructed: 1.5

This card intrigues me, although I am not sure it is actually any good, being an aura that also relies on you have other creatures. What I like about this is that it provides another incentive for the +1/+1 counter deck that can supply a lot of damage out of nowhere, giving the archetype a Power Play, if you will.

Draft: 3.5
Sealed: 3.5

If you can work around that this is in fact an aura, it has quite a profound impact on the game. Bolstering turn after turn is already solid and vigilance just aids that effort. Also, keep in mind that this checks the number of +1/+1 counters on other creatures, not just the number of creatures with them.

Graceblade Artisan

Constructed: 1

The scaling on this is quite strong as it gets big very fast, but the thing holding me back from giving this a higher rating is the fairly weak base stats with no real form of protection. I hope this ends up seeing play though as it is a pretty cool card.

Draft: 2.5-3
Sealed: 2-3

This thing is going to be rather lame without any auras in your deck, but it still shows up as a 2/3 which is a nice set of stats to have in a world with morphs. If you do have a handful of auras in your deck though, it really only takes one for this to get out of hand. A single Runemark results in a 6/7 with a keyword, just as an example.

Great Teacher's Decree

Constructed: 0

If this were an instant I would want to discuss it a lot more but as is, spacing your alpha attack across two turns is not usually a strategy that works in Constructed and if you only care about the first half of this, there are just much better options.

Draft: 3
Sealed: 2

I love this in any aggressive white strategy in this format. Prowess obviously loves the proactive spell and the stat boost. Warriors love the ability to push through a bigger board, not just once, but hopefully twice. And tokens love the scaling with their many creatures. Worse in Sealed where these dedicated strategies are tougher to gather.

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Herald of Dromoka

Constructed: 1

Commons are now being lords for keywords? Ok then! This is a reasonable two-drop for The Warrior deck even without giving vigilance to its brethren. I like that this helps in any type of aggressive mirror, meaning it could be a sideboard option for those decks.

Draft: 2-2.5
Sealed: 2

A nice bear with plenty of upside that impacts other creatures in a favorable way. While this quickly loses its luster in combat, it gets to continue to do things after that which makes this a bear I am usually willing to play and always happy about in a warrior shell.

Hidden Dragonslayer

Constructed: 3

Intrepid Hero was one of my favorite cards when I first began playing and Hidden Dragonslayer gives a lot of the same feel as Intrepid Hero did. However, while Intrepid Hero was good at slaying big things, it wasn't particularly strong in combat. A 2/1 lifelink for two or a 3/2 lifelink after megamorph is actually fine, especially when you have already cleared the biggest threat your opponent had to offer. Also another warrior!

Draft: 3.5
Sealed: 4

A removal spell attached to a lifelinking body is all good in my book. This works well with all of the normal white combat tricks and bolster but really, you don't even need that stuff because this is getting value the second it unmorphs as it is.

Lightwalker

Constructed: 0

We have already seen a 3/1 for two mana in white and not having to work for your extra point of power is pretty nice, even if flying seems great. I don't want to have to proactively bolster this to get to a creature I would actually want to play in Standard.

Draft: 2.5
Sealed: 2.5

This might get an attack or two in before it can longer do so on the ground, but hopefully you can find a +1/+1 counter lying around eventually to jump this and continue the beats!

Misthoof Kirin

Constructed: 0

I think that you would rather megamorph on curve for a 4/2 flier over a 3/2 flying vigilant one, but in both cases I don't think you want to be megamorphing only for a +1/+1 counter as you could be getting a lot more out of your investment, like killing a dragon!

Draft: 3
Sealed: 3

An efficient flier that brings little defense to the party thanks to vigilance. You will want to megamorph this in most cases as a 3/2 is so much bigger than a 2/1 and even tussles with the uncommon dragon cycle.

Myth Realized

Constructed: 2

I really like this card although that doesn't mean much for its power level, I suppose. The idea that you can store up spell counts on this and then turn it into a threat later is awesome. That means you get to outscale the Bile Blight and Lightning Strike that your opponents have all the while dodging End Hostilities and Crux of Fate. This also gives you a reasonable use for you extra mana while keeping up countermagic or removal.

Draft: 3
Sealed: 3

While this has the possibility of becoming quite the large threat, you are probably going to have to add lore counters to this through the activated ability to get there. You will surely cast a couple of noncreature spells with this out, but a 2/2 or 3/3 is not all too impressive. Over time though, those lore counters do add up and you eventually have a huge creature that is immune to sorcery speed removal.

Ojutai Exemplars

Constructed: 3.5

This could end up being the best card in this set ala Baneslayer Angel. While this hits a little softer and needs some assistance to be all it can be, it also is the Swiss Army Knife of creatures with seemingly a trigger for all occasions. This does always die to a sweeper effect as it does not blink out until end of turn, but I still think this will end up finding multiple homes before rotating.

Draft: 4
Sealed: 4

You are not going to have an endless supply of noncreature spells to feed this in Limited, but often the bluff alone makes this strong. If I am attacking with this and have open mana, you aren't really going to put your 4/4 creature in front of it, are you? And even if you have a trick, I can theoretically just blink my Exemplars and be just fine.

Orator of Ojutai

Constructed: 2

If you have some a dragon in your hand or in play, we are looking at a card that is strictly better than Wall of Omens. Wall of Omens was actually one of, if not the best card in Standard for a while as it held off some of the most popular creatures at the time and replaced itself while having synergy with Restoration Angel and the like. This flies, which makes it decent, even if you happen to not get a card off of it, but let's all just pretend that you always get the extra card, because that's fun!

Draft: 2.5
Sealed: 2.5

You really want to draw an extra card off of this, so some dragons floating around in your deck would be nice. You can usually afford to hold this for a few turns but held too long, its defensive presence will be missed. A 0/4 flier isn't the worst thing in the world when you don't have a dragon, at least.

Pacifism

Constructed: 1

I have always found Pacifism to be a borderline playable card and with a bit of synergy or so, it can easily make a list. Imagine Heliod's Pilgrim wanting a copy of this in their 75, for example.

Draft: 3.5
Sealed: 3.5

Now this is a white common! It has been awhile since we have seen Pacifism in Limited, but it has always been one of the stronger removal spells available. Weak against protection spells, but it's not as though regular removal is great against those either.

Profound Journey

Constructed: 1

This is quite expensive at seven mana, which will probably mean it doesn't see much play (like Fated Return), but getting back any permanent is meaningfully different and this even gets to do so twice. If nothing else, I am going to love brewing around this.

Draft: 3
Sealed: 3

This is pretty strong as a double Zombify in the late game that will get back your bombs and dragons. Again, we're working with a seven mana spell though, so only a subsection of decks will even want to consider this, but it is a nice finisher in those kinds of decks.

Radiant Purge

Constructed: 2-2.5

While this is fairly narrow in terms of how many things it can actually deal with, it does deal with those things in spectacular fashion. Being an instant and exiling the creature or enchantment comes with a ton of upside. Exile that Siege Rhino while staring at the Whip of Erebos your opponent was licking their lips to activate, for example.

Draft: 1
Sealed: 1

There are not many multicolored creatures running around in this format. In Dragons, there are 10 uncommon multicolored dragons and five rares and in Fate Reforged, there are five rare dragons. Killing any of those with Radiant Purge is good, but the chances that your opponent just has none of those creatures is relatively high. Confirm a target and then board this in.

Resupply

Constructed: 0

I love me some life gain and I love me the drawing of some cards, but I do not love spending six mana on these quantities of either. Sphinx's Revelation: Yes! Resupply...

Draft: 0.5
Sealed: 0.5

This is the definition of a clunky card. This costs six mana, meaning you cannot just fit in it when it comes up, but rather need to plan on taking a turn off so you can cast this. Once you do, you get your card back and six life, but was that really worth six mana? Even if you are triggering prowess, it feels like you could have done so with a million other things for a better payoff and rate.

Sandcrafter Mage

Constructed: 0

Bolster one is probably a little better than this just being a 3/3 base, but in either world, you can't really justify playing something like this over Monastery Mentor or Brimaz.

Draft: 2.5
Sealed: 2.5

A nice on-curve play for the aggro decks that will likely push through some extra damage while being a good defensive 3/3 out of a control deck that can hold back morphs and an early rush. This versatility makes this a solid pick in the middle of the pack for most white mages.

Sandstorm Charger

Constructed: 0

What kind of charger has no haste, no flash, and no first strike? What in the world is this thing charging with that vanilla body of his?

Draft: 1.5
Sealed: 2

Not the best rate when it comes to this being face up or face down. A 3/4 for five mana is quite poor although a 4/5 for five is at least getting us somewhere, but that does require this live as a 2/2 and an investment of eight total mana. An ok creature, but generally you will have access to better options.

Scale Blessing

Constructed: 0

Because it scales? Alright, I already used that joke but there is not much to talk about here. As a best case scenario, this is a one-time Anthem and that feels like a bit of a stretch for Constructed and for four mana.

Draft: 2-3
Sealed: 2.5-3.5

This card can be a total dunce as effectively a bolster two, or it can win an entire game as it drastically changes combat math and leaves your creatures a little bigger when all is said and done.

Secure the Wastes

Constructed: 2-2.5

I really like this card, probably because I have always loved Decree of Justice, but this card just feels so right. It is an instant and has a very reasonable cost with an output that can both be abused, and is good to go without any other help. It should be interesting to see where this finds play.

Draft: 4.5
Sealed: 4.5

You should make every effort to splash this card as it just leads to so many different blowouts. You can take over a combat step on defense or just pile out a bunch of unexpected damage on your opponent's end step for the win.

Shieldhide Dragon

Constructed: 0

Lifelink is an ability that looks a lot better than first strike or trample, but I still can't get over the poor rate that these have, so I still doubt this will pick up any play.

Draft: 3
Sealed: 3.5

A big flying creature with lifelink has some dominating board presence. A 3/3 or 4/4 might not always win the sky, but combat tricks, bolster, and auras turn this into a big problem for your opponent. If you happen to have other dragons floating around, this can even do a little pumping for them.

Silkwrap

Constructed: 2

Smother Ring, if you will. While this has a big restriction to it and can be answered, if you have ever held a Suspension Field against a Goblin Rabblemaster or Monastery Mentor, you understand that this has a real use. I suspect it will be less popular than Suspension Field overall, but still is a reasonable card to run.

Draft: 3
Sealed: 3

Remember that morphs do not have a cost associated with them, so this hits those at the very least. Most of the bigger threats are going to dodge around this, but hopefully you have some other removal to back this up.

Strongarm Monk

Constructed: 1

This effect is one that is quite strong as we have seen from Jeskai Ascendancy, but on a five mana creature it becomes much harder to actually abuse this ability as you need to protect a five mana 3/3 while you do your thing. Still, as a creature I think this can still be useful as it does pump itself and can be tutored for by things like Chord of Calling.

Draft: 3
Sealed: 3.5

If you untap with this and basically any number of other creatures out, combat becomes your playground as you now have full control over bluff attacks and potential blowout situations. If anyone remembers Phalanx Leader, it is kind of like that only without the permanent reminders left behind.

Student of Ojutai

Constructed: 1.5

I feel like this card can be a really solid sideboard option against aggressive strategies, possibly burn decks. Four toughness means this can dodge most burn itself and then if you untap with this, you can easily start gaining two to four life a turn which is backbreaking for an aggro deck.

Draft: 2.5
Sealed: 2.5

A nice defensive body with what is essentially a free trigger for you to just get extra value out of your noncreature spells. This will rarely take over a game like I just theorized for Constructed, but it still does a lot of small things that make it a fine main deck inclusion.

Sunscorch Regent

Constructed: 1.5

I don't actually know if this card will end up seeing any play, but I like the idea of it at least. This dodges three damage removal due to its trigger and the bit of life it gives you back is a decent bonus. My concern comes from the fact that all it does from there is attack and block which isn't the most versatile set of skills. I am having trouble figuring out exactly which archetype would enjoy this more than Wingmate Roc, for example

Draft: 4
Sealed: 4

This does trade with the uncommon dragon cycle, but only so long as your opponent already had one in play. Normally if you play this and it isn't answered immediately, it probably is not going to be answered at all before the game ends.

Surge of Righteousness

Constructed: 2

Another really strong hate card out of this set. In general I think Celestial Purge is better than this, but that is not to say this card is not excellent. Against a Monored Aggro deck, for example, the extra two life this gives you is absolutely huge and you are probably killing the same creature either way.

Draft: 2
Sealed: 2

I would maindeck this over something terrible just to take a stab at the hopes that this blows someone out. If my deck is solid though, I will gladly have this in the board ready to come in and wreck face against any of you dirty Rakdos mages!

Territorial Roc

Constructed: 1

I think that Orator of Ojutai will cover most if not all of the play that this could have potentially seen, but there is a chance that the extra point of power really makes the difference (along with being able to attack) so there is a glimmer of hope for this little birdy.

Draft: 1.5
Sealed: 1.5

It blocks morphs and works pretty well with any sort of enhancements due to it being a cheap flier. I would not take this very high, but also would not be too upset if one of these made my deck.


Multicolor, Part 1

Arashin Sovereign

Constructed: 0

I thought this was pretty interesting at first but if you actually look at Standard and the way things are killed, there is a heck of a lot of exiling and Thoughtseizing going on that makes it unlikely you will get to see this trigger happening when you need it to. If this were cheaper, perhaps we would be somewhere, but for seven mana, you have plenty of better options.

Draft: 4
Sealed: 4

This is a threat that just keeps coming as soon as you hit your seventh mana. There is not much to say about a gigantic flier that barely ever dies other than just that. Just add ramp and enjoy!

Atarka's Command

Constructed: 2.5

This charm will see plenty of play in Modern and whatnot, but it feels like one of the most narrow Commands. How often are you actually pairing the life prevention and a land drop, for example. In fact, how often are you pairing the land drop with anything other than a Lava Spike? Fine card but rather boring as far as a Command goes. Also, reach?

Draft: 3
Sealed: 3

You are usually going to be using this as a combat trick that also comes with a Lava Spike attached. Fine card, but nothing worth fighting over and not really worth splashing.

Boltwing Marauder

Constructed: 1.5

I really wish this did not say "another" on it, as I highly doubt the card was too strong then. In the right deck, I imagine untapping with this is just going to win the game but before that happens, you do own a 5/4 flying duck just waiting to be taken out. That'll probably keep it out of any top tier play, but a cool card that might do something.

Draft: 4
Sealed: 4

Being two colors hurts this slightly as the set does not have incredible mana fixing, but this is one of the few dragons who can take over a game without needing to get into combat itself, thereby not risking death.

Cunning Breezedancer

Constructed: 0

Even though I am certain you can also untap and win with this thing, it costs six mana, is a sitting 4/4 duck, and then needs to find a way to actually connect with the opponent. No thank you.

Draft: 3.5
Sealed: 3.5

A 4/4 dragon is substantially bigger than the 3/3 monocolored cycle of dragons. This also Threatens to become insanely big which makes you Second Guess blocking it but also Second Guess not blocking it as you might just die in the process!

Dragonlord Atarka

Constructed: 3

I am not sure just how high up this guy can go in Constructed but I imagine it's pretty high. Bogardan Hellkite was a total monster although it could hit players and had flash, it also cost another mana and was a vanilla 5/5 flyer. Atarka comes down and kills a key permanent one way or another and then you need to deal with it quickly because an 8/8 flying trample does not mess around.

Draft: 4.5
Sealed: 4.5

If you can splash one of these colors to gain access to this, you absolutely should. If you cast this successfully, you will almost certainly win the game as this does just about every beneficial thing you can do in Limited.

Dragonlord Dromoka

Constructed: 2

This comes down basically protected as you cannot counter it or kill it right away making it ideal in any kind of control mirror, although control decks are not known for being both green and white. I don't think this will see a ton of maindeck play, but it is a very strong sideboard option to have around.

Draft: 4
Sealed: 4

This has seven toughness which is just impossible to deal with through conventional methods so even though the abilities on this are not the most relevant in Limited, the big flying body is really all you need.

Dragonlord Kolaghan

Constructed: 2

A big dragon with haste is pretty scary as you have to constantly be on the lookout for this or keep your life total high. I like the haste granting clause as well, although I am not certain it will be built around in that way. The duplicate clause that deals ten is crazy and will certainly come up from time to time, making this a card with a lot of angles and potentially archetypes behind it.

Draft: 4.5
Sealed: 4.5

All that stuff I said about big flying dragons with haste being scared is applied doubly so in Limited and the haste lord ability is also more likely to matter. You are probably taking at least six damage from this. From there, good luck, my friend!

Dragonlord Ojutai

Constructed: 3

This feels like the new AEtherling / BaneslayerAngel to me. Hexproof gives this a Pristine Angel feel to it where you know it is safe until you say otherwise and at that point you can protect this with countermagic and whatnot. Plus this refills your hand so protecting it doesn't even feel like you are hemorrhaging cards.

Draft: 4
Sealed: 4

In Limited, once this loses hexproof, you are much less likely to be able to actually protect it. That said, if you can or if your opponent has nothing, this can be incredible! Four toughness gives me a little pause though.as uncommons can tussle with this in the sky and take it down, so hopefully you have something to save this once you start turning it sideways.

Dragonlord Silumgar

Constructed: 2

While I love the textbox on Silumgar, he also comes with close to the least upside should he die and no good way to protect himself. If you have enough mana to cast this and a Counterspell, then that is a fine workaround, but that limits where Silumgar will end up seeing play. Personally a bigger fan of the original Silumgar because of hexproof. Taking a planeswalker and activating it immediately does sound filthy though, so there is always that.

Draft: 4.5
Sealed: 4.5

If your opponent is not aiming something fierce at this the second the see it, you should probably have a big smirk on your face because you are about to win. Five toughness is a great number to have in this format and deathtouch is a nice bonus, although I don't really want to get into any fights with my Control Magic dragon, to be fair.

Dromoka's Command

Constructed: 2.5-3

This card is powerful, but something about these two casting cost commands just bugs me. They seem so much more narrow than the more expensive versions. Like putting a counter on my creature and forcing you to sac an enchantment is basically Abzan Advantage, a common from the last set. The versatility is what we are paying for, but realistically, the fight mode will be chosen on this significantly more than anything else.

Draft: 3.5
Sealed: 3.5

And in Limited, the fight mode will be used about 100% of the time, usually along with a +1/+1 counter unless the opponent has a Siege out or is casting Volcanic Vision

Enduring Scalelord

Constructed: 0

Because he scales? Just one more day of that terrible joke... Anyway, this can get infinitely big with most of the Birthing Pod combos in Modern, but I don't think anyone is looking for a six mana creature that needs to attack as a thing in Modern right now.

Draft: 3
Sealed: 3

Getting this to grow can actually be kind of tricky considering it costs six mana and you have probably spent a good deal of your +1/+1 counter stuff just getting to this point in the game. Luckily a 4/4 flier isn't bad to begin with though.


Wrap Up

Remember that we will be returning tomorrow with the remainder of the multicolor cards, so if you didn't see a card you were looking for, check back tomorrow!

As for white, I think there are a lot of cool cards that push white into directions we might not be used to seeing. It is very well possible that White Weenie is back, likely with a warrior subtheme and cards like Secure the Wastes harkens back to a time when white control decks were just awesome. Plus we got to check out the new Dragonlords, all of which could easily make an appearance in Standard and that alone is pretty cool.

Be sure to come back tomorrow where we will finish up our review by looking at the black cards from the set plus the remainder of the multicolored cards. And to wrap everything up, we will be going over my Top 8 cards for Constructed! Until then, thanks for reading!

--Conley Woods--