Welcome back to day three of our week long set review for Khans of Tarkir here on TCGplayer.com! All week long we are bringing you every color and every color wedge one at a time. This means each and every card will be analyzed and then assigned a few ratings to compare amongst its peers.

Thus far Khans has had some really interesting things going for it and we are only three clans deep. Today we will be taking a look at Sultai as well as black and all of the artifacts from Khans. To do this, we will be giving them a rating for Constructed and then two ratings for Limited using the following pair of scales.


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 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 and 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 and 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 and Merfolk Looter

2: I will draft and play these but do not value them highly. These are the typical fifth-eighth 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 and Divine Verdict.

1: I generally do not want to pick these highly or play them in my main deck. 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 and 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 and Sway of the Stars.

With that, on to the cards!

Bellowing Saddlebrute

Constructed: 1

This seems basically like a 4/5 for four mana to me as the condition is not hard to meet and even if you can't you are likely the aggressor and don't mind four life. I am not sure what sort of nonwarrior tribal decks want a 4/5 for four, but it's here!

Draft: 3
Sealed: 3

This is a pretty great card all around in this format. First, this triggers ferocious while still being a warrior. That means it has cross synergy with multiple themes. From there, you have a 4/5 for four mana which is way above rate in this format, especially with so many things dealing four damage. I expect the raid ability on this to be pretty easy to meet.

Bitter Revelation

Constructed: 1

I really like the idea of this card as a delve enabler and whatnot, but if you compare it to Read the Bones from Theros, it becomes very difficult to justify this. You are spending a full extra mana and turning scry two into mill two. Now granted, there is some card selection here, so it is not unplayable, but I think only very niche decks using this for synergy will look its way.

Draft: 2.5
Sealed: 3

This is a great way to find your bombs or fix your mana all while putting some useless lands into the graveyard for delve. The two life is not that big of a concern although four mana is a lot to take off for a draw spell. Still very playable and a strong mid-pack pick up.

Bloodsoaked Champion

Constructed: 3

This is one of the stronger one-drops I have seen in quite some time. Gravecrawler obviously was quite strong but being able to break free of the tribal restraints is a huge advantage here. Of course, this does work well in the warrior deck should you decide you want to be tribal.

Draft: 2.5-3
Sealed: 2.5-3

While this is an excellent one-drop and will basically always stick around, there comes a point where a 2/1 loses a lot of value and can no longer attack into the cluttered board. At this point, you really want to abuse some sacrifice effect with this, so if you happen to have one of those, then this gets even more valuable

Dead Drop

Constructed: 0.5

This feels a little too expensive to be a real Constructed card. You could be casting Empty the Pits for three zombies at this cost already, for example.

Draft: 2-2.5
Sealed: 3

While the delve on this is quite hefty and therefore you cannot afford to pair this with too many other delvers, casting it can be a total game ender against many decks. The tokens deck has a natural resistance to this, so board it out when you find bad match ups for it.

Debilitating Injury

Constructed: 0

Dead Weight at double the cost is not the most appealing thing in the world. Unless a deck has some synergy with this, I would not anticipate it seeing play.

Draft: 2.5
Sealed: 2.5

A very solid, albeit limited removal spell. You will generally want to actually kill things with this but using it to Shrink an opposing creature is an option in some circumstances. I would not want to first pick this, but having a couple by the end of your draft is probably a good idea.

Despise

Constructed: 2.5

Despise is a bit dependent on the format and metagame surrounding it but it looks like this should be quite a strong card for the time being. Midrange creature decks should be quite popular while creatureless/walkerless control decks are not really going to be a thing. If Thoughtseize were not so strong, this would see a little more play, but it is still very strong.

Draft: 2.5
Sealed: 3

Being able to pluck a creature with this makes it quite the curve disrupter at times, especially in a format where the mana is bad and you might have a few cards stuck in your hand already. This can snag your one castable card and leave you stranded. Hitting Sarkhan is also nice, but I don't expect that to come up often.

Disowned Ancestor

Constructed: 1

Just like the 0/4s for one mana before it, this has a reasonable chance of seeing play as a defensive option. The fact that you can boost it to a 1/5 when you have nothing better going on is just additional upside. As the game goes on, this just gets more and more threatening. Who knows?

Draft: 1.5-2
Sealed: 2-3

This is great at holding off early plays from fast opponents but it is not much of a card until you outlast it, where a 1/5 on turn two is actually quite formidable. That said, most aggressive decks will never consider this so it can't get too high of a rating, but it is pretty solid.

Dutiful Return

Constructed: 0

Anyone that wants to use this in Constructed should look at Soul of Innistrad or Font of Return first as both seem better.

Draft: 1.5
Sealed: 2

Sultai is going to make the best use out of this with its delve theme and whatnot but it is certainly a card you could easily end up not playing in stronger lists. I like the inevitability it provides though, especially in Sealed where retrieving bombs is a big deal.

Empty the Pits

Constructed: 2.5

This seems like it could be played in older formats that completely abuse the graveyard, but in general I am going to imagine they have something better to turn to. In Standard though, this is a rather nifty win condition as you are only required to put four mana into it and you can win the game pretty easily. Ten cards in your graveyard equates to ten power in play. Obviously this does not double up well with itself, but that's fine.

Draft: 3
Sealed: 3

This is incredibly powerful and based on power level alone would be a four or four and a half. However, remember that this is a multicolor set so while you might pick this up, your deck is still likely to be three or more colors. Casting a quad black spell in that type of mana base can be very difficult. If you can make it work though, this is a big game.

Grim Haruspex

Constructed: 2

I like this card a lot as a sort of replacement for Xathrid Necromancer. Sure, it isn't exactly the same or anything, but it does serve a similar role. The upside is that you are not tied down to a specific tribe, although tokens are off the table. The morph on this will not be the most useful thing in the world, but it might up come in response to a sweeper or something.

Draft: 3.5
Sealed: 3.5

The morph is much more called for here where you are likely to get a card back as a result because if this is face up, removal is being aimed at it, first and foremost. This offers some big blowout turns in combat where the opponent thinks they are breaking even or winning a trade and then you pay B and draw three cards.

Gurmag Swiftwing

Constructed: 0.5

This has enough abilities going for it that there is a chance it finds some niche home somewhere. Black creatures with haste are not often so cheap or evasive, so this bat intrigues me.

Draft: 1.5
Sealed: 1.5

This guy is going to vary depending on how many things you have for it to get bigger. Unlike Sungrace Pegasus, pegging them for one a turn is not the greatest with this. Instead, suit it up with something and what it become nearly unstoppable in the air.

Kheru Bloodsucker

Constructed: 0.5

I can see the first line of text on this being something that a deck builder finds appealing and wants to build around. The sacrifice ability costs a bit too much to really excite me, although it is better than having nothing there.

Draft: 2.5-3
Sealed: 2.5

Meanwhile, you can really abuse that first line of text through the natural play patterns of Limited. Even if you never sacrifice anything to this, it is still a pretty good enchantment to have out if you built around it properly. Probably not a first pick, but not far off either if you feel like brewing around this.

Kheru Dreadmaw

Constructed: 0

Five mana on a 4/4 that can't even attack is the definition of sadsville. Flavor ruins yet another card...

Draft: 1
Sealed: 1

This is a big defensive wall but the fact that that is really all it is makes it quite niche. You can use it as a sacrifice effect if you cannot find anything better, but it is pretty bad most of the time. This does enable ferocious though, which is a plus.

Krumar Bond-Kin

Constructed: 0

Well, on the one hand, you have the option of playing this for five mana which isn't very good. But on the other hand, you can play this for three mana and then five mana which...wait a minute...

Draft: 1-1.5
Sealed: 1.5

This is a morph which means it has some use and it morphs into something that eats other morphs. That said, three toughness is a big letdown and the cost on this is not exciting in either world.

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Mardu Skullhunter

Constructed: 2

I actually think this guy is pretty strong and might be under the radar right now. While he is not as flashy as Pain Seer or the like, a Ravenous Rats effect can be quite strong, especially when coupled with Thoughtseize or Despise. And entering play tapped is a drawback that only Mogis' Marauder will care about.

Draft: 2
Sealed: 2

Not the best two-drop due to its inability to play defense on turn two but the fact that these add up really well together and give you a card back regardless is a big reason I like them so much. These are fine at the later stages of an aggro game plan.

Mer-Ek Nightblade

Constructed: 0

Deathtouch can be good in Constructed but it needs to be easier to achieve than this so that you can combo it up with other stuff. This forces you to jump through too many hoops to really make anything worth it.

Draft: 3
Sealed: 3

A 3/4 deathtouch creature is a big game in Limited, even if it takes an extra turn to get there. The lord effect is quite good here though as all of your tricks that give a +1/+1 counter now kill an opposing creature, which is a big upgrade. This will likely be splashed by everyone though, so hoping to get it in Abzan is a stretch.

Molting Snakeskin

Constructed: 0

This is kind of a lame version of Boon of Erebos. The issue is that keeping three mana open for regen is just too much to ask in Constructed when people are casting charms for that much mana.

Draft: 1
Sealed: 1

Not my favorite card, but if you throw it on a flier such as the bat from above, it can take over a game pretty quickly. The aggressive Mardu decks will be looking to get in as much damage as possible and this might serve a small role there. Usually though, this is pretty awkward and not worth running.

Murderous Cut

Constructed: 3

I expect this to be a very popular card across most formats. Legacy and Modern have no problem getting to four cards in their graveyard and therefore turning this into a one mana Terminate.

Draft: 3.5-4
Sealed: 3.5-4

This is one of the better removal spells in the format because it is usually very cheap and very splashable. While the charms are more powerful in a vacuum, they are a pain to cast. Murderous Cut is a card that I will certainly consider when I am Temur or Jeskai just because it is easy to get away with.

Necropolis Fiend

Constructed: 2

This is no Tombstalker but I still think there is a reasonable chance this finds a home. It provides a giant flying body with some utility attached and you can get that for only two mana, which is obviously a steal. The format might be too fast for this in Standard, but keep your eye on him.

Draft: 4.5
Sealed: 4.5

If you can afford double black in your deck, you should be playing this beast. Giant flying monsters for relatively cheap with delve are one thing but this then turns into Avatar of Woe and can gun down opposing creatures. It does require a mana investment to do so, but I don't think you will find the time to complain.

Raiders' Spoils

Constructed: 1

This is a pretty weak anthem if you are not taking advantage of the warrior clause on here, so let's assume you are. At that point, this acts like a weird Bident of Thassa which is pretty neat for a nonblue aggro deck to have access to. There is a good chance that if the warrior deck is a thing, this plays an important role in that.

Draft: 1-3
Sealed: 1-3

At face value without any warriors, this is certainly playable. Some token heavy strategies will want to take advantage of this, for example. However, in a warrior deck this obviously increases in power level quite a bit. Remember that the card draw is a may, so you need not deck yourself or pay life when you don't want to.

Rakshasa's Secret

Constructed: 0.5

This is a lot better than Mind Rot in terms of enabling you to do something beyond just the discard effect. I still am not quite sure if a delve or dredge player could convince themselves to run this, but it's there if need be.

Draft: 1.
Sealed:1.5

Mind Rot is always fine and this one enables your delve should you have any, which is nice. I like this in Sealed where taking out a bomb is always a high priority and opponent's tend to have one or two bombs hanging out in their hand waiting for that last crucial land to be able to cast it.

Retribution of the Ancients

Constructed: 0.5

I don't exactly know what this does in terms of older formats so I will leave the door open for it, as it is interesting. Maybe Scavenging Ooze loves this or something? Arcbound Ravager?

Draft: 3.5
Sealed: 2.5

This is a tricky card to use but if you get the nut Abzan deck, this can really be Banishing Light on a stick and just take over games. It is especially nice that you can get rid of dying guys' counters to put them to some use.

Rite of the Serpent

Constructed: 0

Six mana removal spells are just not where you want to be, even if they make six snakes. This doesn't make six snakes...

Draft: 2.5
Sealed: 3

This is very slow and clunky but unconditional removal is pretty strong as we have seen in Sip of Hemlock and Flesh to Dust. You cannot rely on this to do your lifting in the early and midgame, but it makes for a great way to Remove late game bombs and maybe even sneak a snake out of it.

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Rotting Mastodon

Constructed: 0

For when you really just need those extra couple of points of toughness...

Draft: 1
Sealed: 1.5

This is a pretty solid big defensive guy but any aggressive deck will never want to touch this obviously. In slower, more controlling decks, this can be a crucial card to hold back larger creatures and transition you into the later game where you want to be drawing cards and whatnot. This is definitely more of a specialty card though.

Ruthless Ripper

Constructed: 1

This is strictly better than the likes of Typhoid Rats which I think is perfectly playable. This can be two different sizes of creatures, which is nice for flexibility. Few decks will want the two life loss and 1/1 deathtouch body since they kind of work away from each other, but that's alright.

Draft: 3
Sealed: 3

I love Typhoid Rats and I love Typhoid Rats that can disguise itself as a 2/2. This will occasionally take down a giant monster that gets too cocky but even when it doesn't, two life on top of my Rat is a pretty good deal!

Shambling Attendants

Constructed: 0.5

Any delve creature has a chance of seeing play in my opinion just due to the power of the mechanic and reducing costs. This one is more expensive than most, so it has much less of a shot, but you never know.

Draft: 2
Sealed: 2.5

A pretty solid creature that you will probably spend about four or five mana on most of the time. Deathtouch is always welcome and five toughness is pretty key in this format once again.

Sidisi's Pet

Constructed: 0

While it is true that just the other day I was thinking about Horned Turtle and what it would need to see Constructed play. I arrived at lifelink, but unfortunately did not add a mana to its cost. So I guess we shall have to wait for another day...

Draft: 1.5-2
Sealed: 2

Another good defensive option that has a little surprise value to it. Lifelink is nice if you can manage to get some extra power on to this guy. Also, in case you didn't notice, this is a zombie ape. 'Nuff said.

Sultai Scavenger

Constructed: 0.5

For similar reasons as before, I give this a slight chance at seeing play. The cheaper cost makes this one more likely actually.

Draft: 3
Sealed: 3

A rather undercosted 3/3 flier as you can expect to almost never pay more than four mana for this. The fliers in this format are not particularly big and reach is not all too common, so this is a pretty strong pick.

Swarm of Bloodflies

Constructed: 0

While this technically works fine with infinite sacrifice combos such as Melira, it costs five mana and needs to connect in combat to actually function. Compare this to Melira who costs two and wins outside of combat.

Draft: 2
Sealed: 2.5

Flying is good, as I just mentioned, but this is actually overcosted by a mana as a five mana 2/2 flier. Luckily, it has counter synergy to help justify itself a bit and the text about it growing can be a real thing when creatures start trading on the ground or you draw a sacrifice enabler.

Throttle

Constructed: 0

This card already exists in the format in Lash of the Whip, so if it were to see any play, we would know by now. Spoiler: it won't.

Draft: 2-2.5
Sealed: 3

This format has a lot more removal than Theros so this card is not as necessary as it was there and will be edged out as a result much of the time. That said this is an instant and very splashable. And at the end of the day, removal is removal and someone needs some.

Unyielding Krumar

Constructed: 0

A glorified Hill Giant is still just a Hill Giant at the end of the day. The ability on this is just not good enough to get it anywhere near a 75.

Draft: 2.5
Sealed: 2.5

A Hill Giant is a really solid going rate in Limited and this one comes with a pair of upsides. Obviously the ability to get first strike is a bonus but so is the warrior creature type as this is a great beneficiary from both lords and the anthem.


Sultai

Abomination of Gudul

Constructed: 0

This is simply outclassed by other six-drops and five-drops alike. You can be casting this or Prognostic Sphinx for example, and that is if you can even actually cast this!

Draft: 3
Sealed: 3

I am giving a lot of credit to morph here as it seems excellent on this guy. Five mana to get a 3/4 flier that loots is not a bad deal especially considering you might even eat a guy in combat or something. Obviously limited due to the mana cost, but morph helps there quite a lot actually.

Death Frenzy

Constructed: 0.5

This feels too expensive to be valuable in Constructed when everyone else is spending three mana on a similar effect. The life gain this provides could theoretically be worth it, but I would not count on it. Either cats Drown in Sorrow or End Hostilities instead.

Draft: 3
Sealed: 3.5

A pretty strong sweeper even if it does come down later. There are a lot of small guys running around, from creatures with prowess to token strategies and this can catch them all unsuspecting. There is a good chance that control decks will need a sweeper like this to actually be relevant in the format.

Kheru Lich Lord

Constructed: 0.5

Why did this have to be random? You are already paying six mana for a 4/4, protecting it for a turn, and then spending three mana to bring back a creature that you can never bring back again. If this had allowed selection, instead I think it would be worth talking about. Now you have to jump through an additional hoop to isolate the creature in your graveyard.

Draft: 3.5
Sealed: 4

A pretty decent sized body on this guy but obviously you are playing it first and foremost for the ability. Because it is random, you will get some stinkers back on occasion, so use your delve to isolate stronger targets and eliminate some of the randomness whenever possible.

Rakshasa Deathdealer

Constructed: 2-2.5

Putrid Leech has been gone for a while now, so it may be difficult to appreciate just how good he was. Here we have the Deathdealer which is a rare and almost certainly worse than the Leech. While this can pump an infinite amount of times, that mana does add up versus the free pump from the leech that did not disrupt your curve. Regenerating is nice and this will certainly see play, but it is only on par with the good two-drops of this day and age and not as special as it might look.

Draft: 3.5
Sealed: 3.5

A very relevant two-drop that just never stops being relevant is one of the best things you can ask for in Limited. This turns into The Abyss pretty quickly and even dodges removal should you be disciplined enough to leave two mana open.

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Rakshasa Vizier

Constructed: 0.5

A five mana 4/4 is not very impressive and as we saw with Lord of Extinction, just getting big is no free pass into Constructed. I think that this plays with delve and other things well enough that it might be considered in some sort of combo deck, but at the end of the day it is still just a big guy.

Draft: 3.5
Sealed: 3.5

What a big guy! Ok, I know I just ragged on him, but in Limited, being big is a very good and very relevant thing so he fits in much better here. You are less likely to have any weird combos using this, but you might have enough cards with delve so that he is always ready to get bigger!

Sidisi, Brood Tyrant

Constructed: 2.5

This is one of my favorite cards from the new set as it does a lot of neat things. It is able to be a build-around while also being an enabler and that is pretty cool. The wording on this can be a bit weird so note that no matter how many creatures go to your yard per "mill" you only get one zombie. So if I cast Commune with the Gods while Sidisi is out and I put one creature into my hand and then three creatures into my yard plus a land, Sidisi will grant me a single zombie because it only cares that at least one creature went to the yard.

Draft: 4
Sealed: 4

This ranges from being pretty good to being nearly unbeatable if the opponent has no answer to it and you manage to trigger it a few times early on. A Hill Giant is not that bad as is and this will often supply five power and toughness to the board for that same mana.

Sultai Ascendancy

Constructed: 1.5

This is perhaps my least favorite Ascendancy due to the overlap with Thassa. These effects almost never come up anymore and we haven't seen one in quite a while, so why have two effects so similar this close to each other? Ascendancy is tougher to cast and has less versatility but puts the cards into the yard as a benefit. While that's cool, Thassa is just a lot cooler and easier to cast.

Draft: 2.5
Sealed: 3

This is a card that is going to help you dig to your bombs or removal while also enabling delve, which is some nice things to offer a Limited deck. You are mostly looking to rid yourself of excess lands and lackluster creatures, so this will only go so far, but it is very reasonable to play.

Sultai Charm

Constructed: 3

I think this is probably the weakest of the charms for the current environment, but it is still very good and will increase and decrease in potency as the metagame calls. We all know how good Ultimate Price can be and stapling Naturalize plus card selection on to that is going to increase its versatility and the amount of play it sees overall.

Draft: 3.5
Sealed: 3.5

An all around solid thing to have in your deck. While it is true that some of the best creatures are multicolored, not all of them are, and it isn't like this is going to sit around clogging up your hand in those cases anyway.

Sultai Soothsayer

Constructed: 0.5

While I don't think this card is particularly strong, I do think that it fills a role that people might be looking to fill. Four cards is a lot (although I wish it would have been five for symmetry) and a 2/5 is not exactly chump change despite the stigma.

Draft: 3
Sealed: 3

A really good creature that replaces itself and enables your delve. The fact that this brings card selection with it is just insane when you actually think about the rate you are already getting.

Villainous Wealth

Constructed: 2

I actually like this card quite a bit and I can see it being even higher than this. The fact that this does not ask you to commit to deckbuilding restrictions in order to cast it for value, unlike Genesis Wave, is really nice. It seems like if you put nine or more mana into this, you are probably going to win the game.

Draft: 3.5
Sealed: 3.5

This is expensive, but should be even more reliable here than in Constructed when you put a bunch of mana into it. Keep in mind that this just exiles the cards no matter what, so you can realistically mill an opponent with this if nothing else.


Artifacts

The Banners

Constructed: 1

These are obviously far better than the obelisks were from Shards and cantripping means they have an actual chance at seeing some small play. Three mana is still a heck of a lot more than two when it comes to mana rocks though, so still don't expect widespread play.

Draft: 1.5-3
Sealed: 2-3

The slower your deck is, the better these are going to be for you. Aggressive decks might not have any interest in them while a control deck might be packing as many as five in their list. I think they should generally be valued as later pack pick-ups, but ones that are 100% on color will be more appealing

Altar of the Brood

Constructed: 1.5

This is a very niche card but it is likely going to be associated with some infinite combos that result in the opponent being decked. You can even do this in Standard if you can piece together enough cards. On its own or without some combo, this is rather weak.

Draft: 0
Sealed: 0

Unless you have some actual way to mill your opponent out with this, it is far too risky to include in your deck. Imagine you just end up fueling your opponent's delve cards, for example. If you have the dedicated mill deck, then go for it, otherwise, just leave it in the board.

Briber's Purse

Constructed: 0

This could be used as a zero mana spell that triggers prowess over and over, but beyond that, the ability in and of itself is not very good or well-aimed at Constructed.

Draft: 1.5
Sealed: 2

This is kind of neat in that it scales pretty well and can have far reaching consequences for combat. The effect is not quite as good as a tapping effect would be, but you can get a lot of the same mileage here.

Cranial Archive

Constructed: 0

This is much worse than the likes of Elixir of Immortality if you are going to be targeting yourself although the option to use it as graveyard hate on your opponent does exist. Still, four mana is a bit too much for this effect.

Draft: 1
Sealed: 0.5

I can see running this for the utility it brings. Triggering my prowess effects with something that will later replace itself is nice or possibly just shuffling in a bunch of removal spells that I have cast this game. You can also disrupt an opposing delve player some amount of the time.

Dragon Throne of Tarkir

Constructed: 0

While anthems generally are playable to some extent, I just cannot see someone willing to spend nine mana before they finally get a benefit from this. Even if that happens on turn five, it is very clunky and requires you to do nothing on turn four.

Draft: 4-5
Sealed: 4.5-5

Meanwhile, in Limited you almost always have the time to assemble this sort of thing. Once you invest your first seven mana, you basically get to pay two mana to win every combat step until they answer your creature equipped with the throne.

Ghostfire Blade

Constructed: 1

This is an interesting card for older formats mostly where there are way more colorless cards running around. Targeting morphs with this is obviously underwhelming but imagine targeting Ornithopter or Arcbound Ravager instead? This could be a niche build-around.

Draft: 5
Sealed: 5

Even if this is costing you three mana to move around, that is a big effect to possess in a game of Limited, especially when the card only costs one mana up front. Of course Morphs are where you get your real value from here and winning that battle might be enough to just win the war.

Heart-Piercer Bow

Constructed: 0

This feels like a little too much work to get a single damage on to an opposing creature. If a bunch of X/1 creatures are running around, the format is probably a little too fast for this anyway.

Draft: 2
Sealed: 2

One damage will probably be able to pick off a creature or two on its own but this also sets up some damage on potential blockers to scare them off of blocking in the first place. This is a very potent sideboard card if nothing else as it can dominate certain decks.

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Lens of Clarity

Constructed: 0

Neither of these effects actually do anything, especially in Constructed where your opponent can realistically only have one or two different creatures with morph in their hand. Sure, this gives you a little extra Foresight, but that is just not worth the card you have thrown away to get it.

Draft: 0.5
Sealed: 0.5

I feel basically the same about Lens in Limited except it can trigger Prowess for cheap and does have a sideboard use here. If your opponent happens to have 10+ morphs in their deck and knowing what is what is actually important and helpful, then perhaps you can board this in. Even then though, using deductive reasoning is probably better.

Ugin's Nexus

Constructed: 1-?

I dislike that this is legendary and yet when I cast a second one to sacrifice the first, I don't get my extra turn due to the hate text on this. That hate text is not even very likely to ever be used as a primary thing. If people are playing this, it is almost certainly to take extra turns themselves, not to stop opponents from doing so.

Draft: 0.5
Sealed: 0.5

There are not a lot of great ways to get rid of this without costing yourself at least a card in the process and because this does literally nothing unless it is dying, I would basically just ignore this in almost every situation where it showed up in my pack.

Witness of the Ages

Constructed: 0

While a six mana 4/4 creature is appealing, it just turns up to 11 when you give it a morph cost of 5! Obviously Limited fodder where it should remain.

Draft: 1.5-2
Sealed: 1.5-2

The fact that this is one of a very few morph creatures that you can completely control for colorless mana definitely gives it some sort of function. The actual cost to size ratio is not the most impressive thing in the world, but I am sure I will be casting this on occasion just because it fills a great 22nd/23rd card slot.


Wrap Up

Sultai actually got quite a few interesting cards that do not necessarily have the raw power that some of the other clans had, but still has a ton of potential should you maneuver it correctly. Sidisi is a great example of this as on the surface, it doesn't seem too insane but once your engine starts rolling with her out, the zombies come out of the woodwork.

Tomorrow we will be moving on to green and the Temur clan before rounding out the week with Jeskai on Friday. Join us both days as we wrap this thing up in prep for the Khans release weekend just ahead of us! Thanks for reading!

--Conley Woods--