The top rated white card from Fate Reforged is Monestary Mentor. - Click to Tweet

Welcome back to day three of our week long review of Fate Reforged here at TCGplayer.com! This week we are taking a look at each and every card from Fate Reforged and marching down the colors to do so. Thus far we have checked out both black and green and there were a few standouts along the way. Today, we move on to white, and in addition we will be tackling the multicolor cards from the set. We will be discussing each card and giving it a rating to evaluate it amongst the rest of the set. We will be giving it three ratings actually, one for Constructed, Sealed, and Draft!

To help us out with that, you may feel free to reference the following scales at any time, although the relative ratings will mean quite a bit even without definition.


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 format. 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 while I feel out this new system 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 Bear 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 five 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 four and a half. 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 fifth through eight picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the two and a half 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

Abzan Advantage

Constructed: 1

This seems like a nifty sideboard option to have around. The sacrifice clause means you can occasionally kill a god with this, so keep that in mind. Usually you will want Deicide or something similar, but bolster is some real upside here.

Draft: 1
Sealed: 1

Again, you cannot run this too often looking to be precise, but as far as maindeck enchantment removal is concerned, this isn't bad. It acts as a combat trick some of the time and if your opponent is light on targets, this will generally hit things that matter. I would never run more than one main and even then, only occasionally.

Abzan Runemark

Constructed: 0

Holy Strength would be embarrassed...

Draft: 1
Sealed: 1.5

I am not a huge fan of any aura with such a small output. Even if you hit the bonus, vigilance is barely profit. I am sure I will play this occasionally, but I am going to need a good reason to do so.

Abzan Skycaptain

Constructed: 0

An overcosted 2/2 flier that needs to die before it does anything and that anything is just a modular trigger. No thank you.

Draft: 2
Sealed: 2

If you compare this to other 2/2 fliers for four mana, you see a pretty similar output. Runewing drew you a card and giving something +2/+2 isn't that different. Obviously the big drawback here is that you need something else out and if its too small, this bonus gets wasted. Still perfectly playable though.

Arashin Cleric

Constructed: 1

Sideboard cards come in all sorts of funky shapes and sizes and a 1/3 that gains some life might be one of them. Against an aggressive red deck or token deck, this is a pretty excellent play similar to Nyx Fleece Ram, but able to deter multiple attacks because it actually has power.

Draft: 1
Sealed: 1

A card I generally want in my sideboard but will play if I am rocking a slower deck that just needs some early game plays. This buys you some time, but quickly becomes outclassed once the morphs start flipping.

Aven Skirmisher

Constructed: 0

There was a time when Suntail Hawk was a reasonable card in Constructed, but that time came over ten years ago, unfortunately.

Draft: 1.5
Sealed: 1.5

Even though a 1/1 flier for one mana is not great without context, in a world where bolster is running around, this might be some hot tech. Turn this into a 3/3 flier with a random bolster 2 and you have a legitimate threat!

Channel Harm

Constructed: 0

While this is a pretty strong effect - and for less mana it would be worth discussing - it costs six as printed. Six mana is a lot for anything, let alone a trick you need to set up.

Draft: 2
Sealed: 2.5

Again, six mana is a lot, so this gets downgraded as a result, but the impact this has on the game is incredible. Safe Passage already lead to many blowouts and this has that wrapped up within it, while also protecting your walkers. Then, on the back end, you get to Turn the Tables and take out not just an attacking creature, but any creature, making this a bonafide blowout in certain situations.

Citadel Siege

Constructed: 0

I can't really see too many decks wanting to abuse this. I guess it can be an Oblivion Ring of sorts for creatures, but only if they matter in combat. I tried Marshall Law far too many times to think this one will surpass it in playability.

Draft: 3.5
Sealed: 3.5

Left out, this is going to take over a game. +2/+2 per turn is a huge gain and locking down your opponent's best creature every turn is not too shabby either. The versatility actually makes this an interesting card too as both modes just make so much sense in Limited.

Daghatar the Adamant

Constructed: 0

A 4/4 vigilance for four mana is a bit too far below the curve to see much play. The ability on this is also a bit expensive and won't come up too often, making this a lackluster Constructed offering.

Draft: 3
Sealed: 3.5

This guy was pretty impressive for me during the Prerelease. There are so many creatures, including your opponent's, running around with counters that this often finds some work to do. The body is also a nice size as is, although he will start getting outclassed without counters as the game goes on.

Dragon Bell Monk

Constructed: 0

Vigilance is one of the less important Constructed keywords, especially stapled onto a 2/2 that is not going to do much with the gift.

Draft: 1.5
Sealed: 1.5

I am not a big fan of this guy due to how poorly he matches up without prowess. Obviously with a prowess trigger or two available this can get an attack in, but too quickly you end up tapped out or empty handed and at that point this is not a card. Play him in aggressive decks that abuse it early, mainly Jeskai.

Dragonscale General

Constructed: 0.5

This has the ability to make something pretty big for relatively little investment, so I am leaving the door open for it, just a bit.

Draft: 3.5
Sealed: 4

I played against this multiple times at the Prerelease and it quickly gets out of hand. Three toughness is just enough for this to find one or two friends and then pump itself up, meaning the clock with which you need to answer this is very small. After about two turns of it boosting things, the game is going to be very difficult to win outsider of a sweeper.

Elite Scaleguard

Constructed: 0

Too expensive for Constructed, especially when the upside is tapping blockers, something you might not even run into in the land of 75 cards.

Draft: 2.5
Sealed: 3

This comes down a 4/5 on an empty board, which is pretty good, and its lord effect is global, meaning a team of +1/+1 counters gets to tap all of your opponent's stuff every turn. Bolster two is also a pretty decent gift, even if this should eat a removal spell or the like.

Great-Horn Krushok

Constructed: 0

The return of Siege Mastodon/ Thraben Purebloods! Finally, everyone can resleeve those old Siege Mastodon combo decks, because he's back, baby!

Draft: 1
Sealed: 1

On the one hand, this Krushok brings the key number of five in its toughness box, which is very nice in this format. On the other hand, this is a vanilla five-drop when that is supposed to be the time you are unmorphing your creatures. I would play this, but not before any of the other good five-mana plays.

Honor's Reward

Constructed: 0.5

I will give this a small window because it has some interesting properties going on. I assume bolster two will not be that big of an effect, but when it comes to a racing situation, this does some big things. Still probably too niche to talk about, but it's interesting.

Draft: 1
Sealed: 1

This is basically a bad +2/+2 aura as you generally will not get the same level of choice from it. That said, gaining four life has a little value and in an aggressive prowess deck, this is a proactive card you can play and not feel bad about afterward.

Jeskai Barricade

Constructed: 0.5

This has some of the makings of a fringe constructed card. Being decent on defense (you don't have to pick something up if you don't have it) and providing some Momentary Blink application is interesting. I always fall harder for the Blink effects than I should though, so take that half a point with a grain of salt.

Draft: 1.5
Sealed: 1.5

This is pretty good at holding the ground but better at saving your dudes from removal or abusing "enters the battlefield" effects. I like that it is a relatively versatile card despite looking simple. Remember that this is one way of picking up your manifested spells and lands!

Lightform

Constructed: 0

Auras are not that exciting in Constructed, even when they do not make for two-for-ones as it turns out. This just has too weak of an output, honestly. Unless you are turning the manifested card face up, the value is not there and setting up that line is a difficult one.

Draft: 2.5
Sealed: 2.5

I had the pleasure of getting to pilot this in my Sealed deck on Saturday and it is quite the beating. A 2/2 flying lifelink is fine, especially with bolster and other enhancements running around, but then sometimes, you pay a few mana and turn over your Temur Sabertooth that now flies and gains you life. That's when the card is really good.

Lotus-Eye Mystics

Constructed: 0.5

If a deck relies on enchantments enough that it wants a Gravedigger for them, this is not the worst guy to be looking at. A 3/2 Prowess that is basically certain to get that first trigger could be worse. Maybe as a card in the sideboard of Jeskai Ascendancy decks.

Draft: 2.5
Sealed: 2.5

Obviously you should scale this in value based on the number of valid enchantments you are running. That said, even with only a couple, a 3/2 prowess is potentially fine on its own, so don't rule this out, but with over five enchantments to return, this does big things.

Mardu Woe-Reaper

Constructed: 2

This is a two-power one-drop that has a relevant ability and a relevant creature type. Even if this just comes down, exiles something, and gains you a life, that is already upside on Elite Vanguard. Being a nice warrior synergy has me thinking that deck isn't too far from being a real one.

Draft: 1-2
Sealed: 1-2

In the more aggressive archetypes, like Jeskai, or Mardu Warriors, this is going to be a strong pick up as relevant one-drops are not the easiest to come by. Other archetypes, like five color control, or Abzan, really have no interest in this.

Mastery of the Unseen

Constructed: 1

I could see this being a sideboard card for control on control matchups, should that ever turn into a thing. Being an enchantment makes this quite vulnerable right now, but that won't always be the case. Trying to hit creatures off this to gain life seems a bit optimistic though.

Draft: 3
Sealed: 3.5

I found this to be a bit slow, but it does provide some nice passive life gain at least. This will take over any slow, grindy game, but it can be much too little too late against an aggressive opponent or after you have fallen behind.

Monastery Mentor

Constructed: 3

Mythic??? This could easily be uncommon in most sets, says Young Pyromancer, but even at Mythic, this is still quite good and easily abusable. I expect this to be popular in various token decks and possibly even a new tempo deck in Standard. As far as older formats, this is a great threat but we will have to see if three mana is just too much.

Draft: 3.5
Sealed: 3.5

Make a couple of guys off of this and it has more than done its job. A 2/2 prowess is fine, but you really need this to go wide in order for it to be more than just another Dragon Bell Monk. Keep in mind that the tokens are not warriors, as a few errors occurred because of that at the Prerelease.

Pressure Point

Constructed: 0

Cantrips generally have some shot at seeing play, but for two mana and needing a target, this feels outside the lines.

Draft: 1.5-2
Sealed: 1

This is mostly going to see play in Jeskai aggro decks, which is not as easy to acquire in Sealed. A prowess trigger, a card, and a potential clear path are all very desirable for the Jeskai decks though. This is a card you want, but also don't want to spend a high or valuable pick on.

Rally the Ancestors

Constructed: 1.5

I don't know exactly where this goes or what the best way to abuse it is, but it is such a powerful effect that I have to imagine there are ways out there. Setting up some combo out of the graveyard seems like the most likely abuse case, but time will certainly reveal the tricks this can pull off.

Draft: 2
Sealed: 2

This can abuse 187 effects on a base level, but the big swing you are looking to create is on defense. Play this during an opposing attack step and surprise them with a hoard of blockers. That situation is generally game winning, but also difficult to setup, which is why this card is not a bomb, even if it can produce those level of results.

Sage's Reverie

Constructed: 1

This card feels extremely strong to me in decks where this effect is played. Think about UW Heroic or past Enchantress lists where this fills up your hand and then acts as your win condition too. The card is extremely narrow in application, but powerful none the less.

Draft: 1.5-2
Sealed: 1.5-2

Keep in mind that this draws a card off of itself, so the investment is not too big. If you can get a second card off of this though, it becomes really good. I can imagine taking this early on and then drafting enough synergy around it that it just carries games.

Sandblast

Constructed: 0

These effects tend to only be playable at very low costs and generally not with the restriction of having five or less toughness.

Draft: 2.5
Sealed: 2.5-3

This is actually pretty easy to set up thanks to it hitting both attackers and blockers on top of just costing three mana. I would value this much higher than something like Kill Shot, for example. Just be wary of pump spells!

Sandsteppe Outcast

Constructed: 0

We have seen this before as a 1/2 for the same mana cost and even though this is an upgrade, the number of bodies is not significant enough for the price tag, in my opinion.

Draft: 2.5
Sealed: 2.5

I love this guy because it is a valuable three mana play that holds back morphs while allowing you to peck at the opponent in the air. A bolster or two and that 1/1 spirit turns into a real threat. I don't see this being a 3/2 all too often, but you will find times where the +1/+1 counter matters.

Soul Summons

Constructed: 0

I don't see the bear of the new mechanic cycle being played all too often, and I expect this to be about the same. You would need to have a deck that abused manifest in some way to even consider this and it just doesn't seem very exciting.

Draft: 2
Sealed: 2

I like this as a little value early play. You get a bear to hold off aggro or Threaten a few life points. If you get a creature then you get an investment for later too, which makes this better than most bears.

Soulfire Grand Master

Constructed: 2.5

I like this a lot for its application in any aggressive mirror or burn match up. In older formats, I can see this being a potent weapon under those same terms. The activation on this is definitely powerful, but clunky, so I don't know how many people will actually try to set up Time Walk combos with it, but those are around to be had.

Draft: 2.5
Sealed: 2.5

A 2/2 lifelink is pretty reasonable as is and if you get off a random Mardu Charm or something, you can earn a few extra lifepoints back. The big advantage to this is in the late game when your removal gains buyback.

Valorous Stance

Constructed: 2

This is a legitimate removal spell in white that also offers a defensive mode should that be necessary. Killing Courser of Kruphix, Siege Rhino, Anafenza, and Savage Knuckleblade is good enough for this to make the cut and if you are looking to defend those same creatures from death, Valorous Stance steps in again.

Draft: 3.5
Sealed: 3.5

A conditional removal spell that makes up for it by gaining versatility elsewhere. This can win games from both modes and should be a rather high pick up for any white deck.

Wandering Champion

Constructed: 1

This comes as a 3/1 for two mana which is borderline playable as is, assuming a favorable creature type or something along those lines. The loot ability is actually a very strong one for an aggressive deck to have though. If you kept a risky hand that needs to hit its third land drop, loot away. Or if you drew your fifth land and absolutely do not want it, bye bye!

Draft: 2.5
Sealed: 2

One of the stronger two-drops you can pick up, with the reminder that aggressive two drops are primarily only good in aggressive strategies in this format. I wouldn't mind this on defense, but you are losing out on the huge upside of looting.

Wardscale Dragon

Constructed: 0

Six mana for a 4/4 would need some awesome text to catch our attention. This dragon doesn't have that.

Draft: 3
Sealed: 3.5

Six mana is a lot to spend on a creature in this format, but the uncommon dragon cycle is generally worth the payoff. This ability is not the most relevant of effects, but it does hose all the combat tricks and Kill Shots in your opponent's hand while on offense. A card I will generally pick up mid pack or early if the pack is weak enough.


Multicolor

Atarka, World Render

Constructed: 0.5

I think that the one saving grace for this is with Dragonstorm. If you fetch up this and Karrthus, Tyrant of Jund, you win the game with a storm count of only two, so maybe there is something there!

Draft: 3
Sealed: 4

A giant flier that will win the game if it attacks. The quest for this is getting to seven mana and being both colors, which only Temur naturally pairs together. From there, untapping with a four toughness creature is not the most reliable thing, but it will win some games.

Cunning Strike

Constructed: 0

Five mana is a lot for any burn spell, especially with a small output like this. I love drawing the card, but I also like killing things that are relevant on turn five.

Draft: 2
Sealed: 2.5

This is pretty slow and will not often deal with problematic creatures, but it does take out morphs and trigger prowess proactively which is nice. I found myself most often using this after or during combat to combo up with creature damage to take down something annoying.

Dromaka, the Eternal

Constructed: 0.5

This has a reasonable body with flying and an upside that actually matters, so maybe some big Abzan list will run a copy alongside their Wingmate Rocs. Also, why in the heck would you name this guy "The Eternal" and then give him no abilities that come close to representing that?

Draft: 4-4.5
Sealed: 4-4.5

Another giant flier that, when it attacks, will actually distributes the wealth. This doesn't have an immediate impact most of the time, but it's undercosted for its size, which pushes it. I would slam this and not look back in most cases.

Ethereal Ambush

Constructed: 0

A pair of 2/2 flash creatures aren't very threatening in Constructed, at least not for five mana. If you can figure out some cool tricks to boost the manifested creatures, or to make sure they actually are creatures, maybe you can figure out where to play this.

Draft: 2.5
Sealed: 2.5

This acted very much like a removal spell or sometimes two and then often had one or more of the 2/2s live to fight another day. I don't think you should take this over consistent removal or big guys, but I think it's just under those in value.

Grim Contest

Constructed: 0

If you are looking for removal in Constructed, maybe green would use this due to a lack of it, but once the card requires you play with Swamps anyway, just upgrade to something real.

Draft: 3
Sealed: 3

I was very impressed by this card all Prerelease long. I would constantly lose important creatures and could not do anything to stop it. Being an instant is awfully nice here.

Harsh Sustenance

Constructed: 0.5

This is actually a pretty powerful effect in a deck that can consistently keep three to four guys around. I would not expect this to be a big player, but if it shows up in the sideboard of warriors or something, I would not be surprised either.

Draft: 2-2.5
Sealed: 2.5

While obviously a strong effect, my big issue with this was a lack of consistent output. I would be able to kill almost anything I wanted when I was ahead but when behind, I struggled to even take out three toughness creatures much of the time. A fine card, but I would not go all in on these to be killing things.

Kolaghan, the Storm's Fury

Constructed: 2

This card actually reminds me of Demigod of Revenge combined with Hellrider. I expect the dash on this to be quite popular as it deals five damage itself plus an additional one for each attack and that bonus doubles if you happen to have a second dragon around. It feels like between this and Hordechief, aggressive decks have some nice finishers in black as well as red.

Draft: 4.5
Sealed: 4.5

Unlike the last dragon, this one can have an immediate impact due to haste. If an opponent knows it is coming, they might have an answer, but the chances of them answering the first surprise attack from this are pretty low. With a giant flier entering the mix and a boost to all of your creatures, one attack might be all you need!

Ojutai, Soul of Winter

Constructed: 0

While this may be the largest of the dragons, it also has the weakest trigger by being a bad version of Frost Titan (failing to both tap when it enters play, and to hit lands).

Draft: 3.5
Sealed: 4

This is very similar to our last seven mana dragon in both formats, except for the fact that the two extra points of toughness do make it much harder to kill. You could certainly pass this in Draft for something more aggressive, but you want to always play these on color in Sealed.

Silumgar, the Drifting Death

Constructed: 2

I am actually a really big fan of this. Hexproof is an undeniably strong keyword to have, especially when you get to act as the win condition for a control strategy. Seven toughness serves the same protective purpose. And then on top of that, you get a bit of a sweeper effect, which is exactly what blue/black control needs. They have removal for those big threats, but lack maindeckable ways to deal with a swarm. Between this and the new Dragon Wrath, blue/black control should be solidly back on the map.

Draft: 4-4.5
Sealed: 4.5

Hexproof makes this very difficult to mess up. You play it, you block when necessary and play around pump spells if possible. Then you attack, probably with other creatures due to a shrunk defense, and you win the game. Easy!

War Flare

Constructed: 0

I think any token strategies are going to turn to cheaper and less fancy effects to pump their squad. This is about a mana too much because it gives us some things we don't need, like toughness and untapping.

Draft: 2.5-3
Sealed: 2.5

This card was an excellent closer in Jeskai aggro and Mardu aggro as it just provides so much power and even a little toughness to help win combat should this not just win you the game. The untap clause gives you some Peace of Mind, so this card wins all around. I would say the first copy of this is very important to both archetypes.


Wrap Up

White was able to pick up some nice ones in cards like Valorous Stance, Monastery Mentor, and even Soulfire Grand Master. Most of these favor the more aggressive half of the white dealings, but they are unique enough in application that I am still looking forward to seeing where things end up. The multicolor cards had some hits and misses, but for only being a cycle of dragons and some commons, I think they made out relatively well and one or two of those big fliers will make it into Constructed decks.

Tomorrow, we shall return with all things red as well as the lands of Fate Reforged before finishing things out on Friday with the blue cards and my Top 8 cards for Constructed! Thanks for reading!

--Conley Woods--