Welcome back to the final day of our Khans of Tarkir set review here on TCGplayer.com! All week long we have been taking a stroll through the clans and taking a look at what each wedge has to offer. Today, we wrap that up with a look at all of the blue cards from Khans, as well as the Jeskai offerings. And after all is said and done, I will be going over my Top 8 cards for Constructed from the set as well!

But first, for each card we will be looking at just how good it is in both Constructed and Limited. This means giving the card some ratings as well as discussing it a little to size it up and see where it might go. Those ratings will come from one of the following two 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 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 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!

Blinding Spray

Constructed: 1

This may look rather weak, but if done right, it is technically a Fog that cantrips which is certainly something I could see a Fog deck wanting to use. AEtherspouts has shown that five mana is not too much and this replaces itself.

Draft: 1.5
Sealed: 2

While this card can be an absolute blowout in certain situations, it is also quite difficult to set up. You need to usually be on defense to set up proper blocks and you need to have five mana open, which will alert your opponent already if you happen to have any morphs in play. If you can make this work, it can be huge, but if you see an opportunity for a two-for-one, just take it.

Cancel

Constructed: 1

We have seen this one a million times now and it remains the same, if not worse. Each set Cancel gets outclassed by more and more cards and between Dissolve and Dissipate, who knows if we will ever see this in Standard again.

Draft: 1.5
Sealed: 2

I would usually prefer to find better countermagic, like a Temur Charm, when I can as this is slightly tough to cast and nowhere near as versatile, but in a pinch Cancel always works. It can be a very potent sideboard card otherwise too!

Clever Impersonator

Constructed: 2.5

This card follows in line with Phyrexian Metamorph by being able to copy multiple permanent types. The fact that this one copies planeswalkers and enchantments is a huge upgrade over the traditional Clone and this should see quite a bit of play as a result of that. This also happens to be insane with Chord of Calling, for whatever that is worth.

Draft: 4
Sealed: 4

Clone can only be so good, although this one allows you to snag a sweet Ascendancy or something as well. A strong card that you should basically always play when blue and I cannot say much more than that because I don't know what this is going to be!

Crippling Chill

Constructed: 0

Three mana for a one man Fog and a card is a bit much. I do think this effect is playable, but it needs to be a bit cheaper in my opinion.

Draft: 1.5
Sealed: 1.5

While not a true trick, this does create a nice bit of tempo while replacing itself. Throwing off combat math is one of the easiest ways to swing a game and a surprise Crippling Chill at the end of your opponent's turn does just that.

Dig Through Time

Constructed: 2-3

This card is actually very powerful and appears to be much more consistent than Treasure Cruise. This is basically like hasting Forbidden Alchemy and then flashing it back except you get to do all of that for just two mana. The cards going to the bottom of your library instead of graveyard is a strike against this, but it's not too bad.

Draft: 3.5
Sealed: 3.5

This basically ensures you get to find your good cards in any given game. Seven cards from a deck that is 25 cards deep or so is a ton. Even if your bomb isn't in those seven, you have gotten a heck of a lot closer to it as a result of this and you still got some card advantage in the process.

Disdainful Stroke

Constructed: 1.5

This is going to be very metagame dependent but the power level is certain here. Right now there seems to be a bit too much aggro and midrange to make sure you are hitting valuable things with this, but if the format slows down just a bit, this might start to see heavy play.

Draft: 1
Sealed: 1.5

Not my favorite Counterspell because it cannot often hit the removal that is taking out your creatures. That said, it does pick off the bombs your opponent might have, so certainly fine as a one-of in your main, but I would prefer this in the side. Much better in Sealed, but similar problems exist.

Dragon's Eye Savants

Constructed: 0.5

I think that defensive creatures are best when they are one mana unless they are able to replace themselves on something worth spending the second mana on. This can be a Grey Ogre and you do get a Peek, but I still feel it is going to be passed on in favor or cheaper or stronger options.

Draft: 1.5
Sealed: 1.5

Six toughness is a lot and knowing the landscape of your opponent's hand is quite valuable when it comes to playing around removal or saving your own for important creatures. Any morph is playable on the basis of morph alone anyway.

Embodiment of Spring

Constructed: 0.5

While I really like the concept here and we do have a cheap defensive creature, my complaint comes in two parts. One: did this have to tap to use its ability? I feel like putting three mana into it immediately getting you a land would have been a nice change. And two: why does this have to cost two colors of mana? Isn't my mana pretty well fixed if I went turn one blue source, turn two green source? It's a fine card, but clunky for these reasons.

Draft: 1
Sealed: 1.5

My concerns for this in Constructed do carry over into Limited as well. The acceleration aspect of this is nice and if you are four or five colors you might gladly play this just to have better mana. In a traditional three color deck though, breaking this means you are already two of three colors deep, making this a bit of lackluster play.

Force Away

Constructed: 0

Voyage's End just seems like a more reliable and consistent version of this. Looting is certainly better than scrying for one, but not all that much better and especially not when you need to be ahead on board (probably) to get that effect.

Draft: 2.5
Sealed: 2.5

Bounce spells are a sweet thing to have access to in just about every format and the loot on this comes up a lot more when you are working with 40 cards.

Glacial Stalker

Constructed: 0

Well, we have officially moved into the realm of completely unplayable. Six mana for a vanilla 4/5? Is that even legal to print?

Draft: 1
Sealed: 1.5

This is almost entirely held afloat by the fact that it has morph because hardcast it is quite bad. It does possess the magically five mana unmorph cost that wins fights against opposing morphs though, so it is not unplayable, just not very exciting.

Icy Blast

Constructed: 0.5

This seems like it can make for a reasonable Fog effect, especially if you can meet the ferocious modifier. That said I am somewhat surprised that this is a rare as it feels very uncommon to me.

Draft: 3.5
Sealed: 3.5

This will basically just be an instant speed Sleep most of the time which actually buys you an extra half turn over Sleep most of the time. This coming as a surprise is easily its biggest strength though so use your free damage wisely!

Jeskai Elder

Constructed: 1

A rather cheap prowess creature with looting built right in is something that I can easily see making the Leap to Constructed. If you remember Looter il-Kor back in the day, you know how annoying a looter can be even in Standard and this shares a lot of the same qualities.

Draft: 2.5
Sealed: 2.5

A very strong two-drop that gets to attack pretty consistently due to the threat that prowess presents the opponent. Looting in this format is particularly strong because you will often use it as a way to fix your mana.

Jeskai Windscout

Constructed: 0.5

I have seen people talking about this, but it seems like an awful fragile creature to build your deck around. It can certainly get in for some big damage, but untapping with it is where the trouble comes from.

Draft: 2.5
Sealed: 2.5

Fliers are pretty strong in this format and this gets to bluff attack even when your opponent finally plays a creature that appears as though it can actually block this. This also finishes a game in a hurry if you build your deck with prowess in mind.

Kheru Spellsnatcher

Constructed: 1

This seems like it could be an interesting card for control mirrors in post board situations. After both decks have boarded out most of their removal, when they cast a couple of morphs in the first four turns of the game and then sit there with open mana out, what do you do? It might be too expensive to flip though, which would be a reasonable critique.

Draft: 3
Sealed: 3

A Hill Giant is perfectly fine on its own, especially in blue. This offers the opportunity for an insane blowout should it manage to live to a point where you have six mana available and there is an annoying thing on the stack. I suspect this will be hardcast a pretty decent amount of the time though.

Mistfire Weaver

Constructed: 0

A 3/1 flier is good enough to see some play but it needs to cost three mana or less in most cases. The morph on this is kind of neat but trying to use a six mana investment to protect some other creature you have is just not Constructed worthy.

Draft: 3
Sealed: 3

This is a pretty good flying creature on the surface even without the morph ability. Being able to turn this into three sneaky damage when you unmorph is already a nice upgrade but the hexproof granting is gigantic in many situations. It will often be tough being patient enough to leave this morphed for as long as you need to.

Monastery Flock

Constructed: 0

We had a three mana 0/6 flying defender in Standard for two years and it saw approximately zero play, so I am not hopeful for this, even if it can attack for two on occasion.

Draft: 1.5
Sealed: 2

I am a big fan of defensive creatures in this format and this can always just be a Grey Ogre which is nice. Flying is also important here as defending the air is going to be a big point of contention.

Mystic of the Hidden Way

Constructed: 0

Unblockable creatures still need to have good rates in Constructed to really be considered. We have seen 3/1 unblockable for three mana not see play, so boosting it to five mana is probably not the change that needed to happen.

Draft: 2.5
Sealed: 3

Unblockability in Limited is much more potent as there are just more creatures running around. Morph into unmorph on this will sneak in some unsuspecting damage which is kind of cool, but very rarely will you actually want to unmorph this after blocks have been declared.

Pearl Lake Ancient

Constructed: 2

I am a pretty big fan of this card. When you compare it to AEtherling, sure, it looks worse, but it is not actually that bad. Flash plus uncounterability makes for a potent combination as this can often kill something mid combat too. Then, this protects itself with a land bouncing ability. While control clearly does not want to bounce a million lands, resetting some scry lands or Refuges is actually pretty neat. Prowess is less important on this, but it does open the possibility of killing with one attack, which is neat.

Draft: 3.5
Sealed: 4

If you can cast this (meaning your deck is not aggressive) you should almost certainly be playing it. This is like a giant Surrak that will eat a creature and then protect itself going forward. Banners help make this more reasonable, so as I said, just do not be aggressive and this should be good.

Quiet Contemplation

Constructed: 1

This is an interesting Fog variant in my opinion. While it does not act in the exact same way, it does have a lot of the same motivation. Imagine following up a sweeper with this and then using your cantrips to Fog until the board filled up again before rinsing and repeating!

Draft: 2
Sealed: 2

There are only so many noncreature spells you can actually run. I like this card a lot but building around it is difficult because when it goes wrong, it goes really wrong. I would try to play this when my noncreature count was somewhere around eight or higher and rarely will force around this.

Riverwheel Aerialists

Constructed: 0

While this does manage to piece together enough abilities to at least dream big, the dreaming is still smaller than the mana cost which is far too prohibitive here.

Draft: 2
Sealed: 2

This thing is like an airship coming at you. It is expensive, but the body is gigantic for a nonrare flier and prowess just helps make sure this does not become outclassed by anything. Going to block with your 2/5 reach are you? Interesting...

Scaldkin

Constructed: 0

Four mana for a 2/2 flier is well below the curve in Constructed but a very strong ability could make up for that. Unfortunately three mana and the loss of this poor Kin's life just to get a Shock out of the deal is not a very strong ability.

Draft: 2.5
Sealed: 3

I will gladly peck at you in the air while my Seal of Fire patiently waits to be targeted by whatever removal spell you have before I cash this in for a quick Shock to whatever I can find. Not very loud in how good it is, but a valuable utility creature nonetheless.

Scion of Glaciers

Constructed: 0

This is far too mana intensive to be efficient. The initial body is fine, as Trostani has showed us in the past, but unless this had other abilities to make the investment not as risky, it is too much to justify spending up to four mana per attack to have a real creature.

Draft: 2.5-3
Sealed: 3

Water Servant is the closest comparison we have to this and it basically was the same thing as a 3/4 base. The 2/5 body actually allows you to get the same power creature if you invest maximum mana, but it does mean you get an extra toughness whenever you aren't spending mana.

Set Adrift

Constructed: 1

Delve is a powerful mechanic and at its best, this card acts a lot like a Time Walk. Obviously you cannot limit opposing land drops with this nor combat steps, but you deny them a new card and you make them reinvest the mana into whatever you bounced again. I could easily see some deck using this as harassment in the mid to late game.

Draft: 3
Sealed: 3

A huge tempo play that you will often be able to sneak out for two or three mana. These work really well together in result but do ask for a finite resource so be careful with your delve commitments. That said, this is quite strong and I think I would not limit myself on how many of them I draft.

Singing Bell Strike

Constructed: 1.5

This is actually a pretty good spell in my opinion. For two mana you can use it as a pretty solid removal spell akin to Claustrophobia. While this does allow for them to untap the creature eventually, six mana is a huge investment to be made. Beyond just being defensive, you can throw this on your big mana producers and try to gain infinite mana by spending six to untap them while they hopefully provide seven or more mana with each untap.

Draft: 2.5
Sealed: 2

If your deck is aggressive enough, the drawback on this never gets to be realized and you can end up with a really strong Pacifism in blue. In slower decks, you can and will likely play this from time to time, but you just need to know that the drawback on this might matter. Remember that even if they spend six mana to untap their creature, if you retap it with a Crippling Chill or something, that does require another six mana to unlock yet again.

Stubborn Denial

Constructed: 1.5

This card caught my eye when it was first spoiled and it still seems pretty exciting to me. Half of Spell Pierce is still something worth considering but if/when this is a one mana Counterspell, it is pretty absurd. Obviously a four power creature is not the easiest thing to assemble, but Tarmogoyf and Scavenging Ooze are both up to the challenge.

Draft: 1-1.5
Sealed: 1-1.5

You are really looking for this to protect your various four power creatures when they come under fire from opposing removal. It does a good job of serving that role though, so it is very maindeckable if you have enough ferocious enablers.

Taigam's Scheming

Constructed: 0.5

I am not sure how to feel about this card because while it does some interesting things, ultimately it does not get you a card back unless you happen to mill Bloodsoaked Champion or something similar. I do have dreams of just playing this in an all delve strategies where it effectively acts like a kicked Cabal Ritual

Draft: 1
Sealed: 1

This card is a bit of a trap because only certain Sultai decks should even be considering it despite it looking like any average delve enabler. The card selection on this is fine, but not worth the loss of a card. In general, you should look for delve enablers that provide output beyond just that, such as Bitter Revelation, but if you have a hefty number of delve cards, this will sub in as a B level replacement.

Thousand Winds

Constructed: 0.5

I love that Mahamoti Djinn has gotten an upgrade here but the unmorph cost of seven makes it really difficult to see this seeing play.

Draft: 4
Sealed: 4.5

So you either get a 5/6 flier for six mana, which can win the game on its own, or you get that plus an overloaded Cyclonic Rift along with it? This only hits tapped creatures of course, but it might as well feel like Cyclonic Rift. First pick this and then find a way to protect it while you await seven mana.

Treasure Cruise

Constructed: 2.5

This card should see play in every format before all is said and done. Obviously seven cards in your yard is not the easiest thing to do, but neither is drawing three cards for one mana usually and this card breaks that mold. If nothing else, I expect this to see Standard play but will often compete with Dig Through Time, hurting its overall play.

Draft: 2.5
Sealed: 2.5

I rate this a two and a half because I really only ever want one of these. It requires so much delving and draws so many cards that you should not be needing to chain these together to win a match of Limited too often. I think the better delve decks will enjoy having one of these around though, so just snag it whenever it is most convenient for you.

Waterwhirl

Constructed: 0

If you are really in the department for this effect, might I point you to Sea God's Revenge. Instant speed is traded for a third creature, an easier casting cost, and scry one.

Draft: 2-2.5
Sealed: 2.5-3

This is certainly a powerful effect and can set your opponent back quite a bit but it also comes at a six mana price tag which is a lot. Remember that a lot of the expensive creatures in this format also happen to have morph, so you might not even be generating the tempo you actually desire.

Weave Fate

Constructed: 0.5

I cannot remember the last time Inspiration saw play but it is certainly a playable card, even if it isn't all that powerful. People will almost certainly stick to Jace's Ingenuity and avoid this for the most part.

Draft: 1.5
Sealed: 2

Card advantage is something that many decks absolutely need to function at their best and when there is no Divination around, this is the next best thing. Instant speed is quite nice in this format though as your prowess creatures all enjoy the surprise value. Playable, but not exciting.

Wetland Sambar

Constructed: 0

Ahh, the good ole Wetland Sandbar... Wait a second, is that a Camel? No, its gotta be a moose, right? Right???

Draft: 1.5
Sealed: 1.5

Goblin Piker is back at it again but this time he is in blue and fighting the good fight against morphs everywhere. Not much to say here as this is the definition of Limited filler.

Whirlwind Adept

Constructed: 0

Hexproof is strong, but I cannot see a five mana 4/2 with no evasion making it into Constructed just because it can't be targeted. Who would even feel the need to target this?

Draft: 2
Sealed: 2.5

This provides you a nice enabler for your ferocious creatures while not having to worry about eating a removal spell in response first. Prowess makes attacking with this really interesting and it can certainly pick up enough attachments that it becomes unbeatable in the late game.


Jeskai

Efreet Weaponmaster

Constructed: 0

Unfortunately, this cannot even target itself which puts it in the space of not being at its best without help and you shouldn't need to help out your six-drop in Constructed.

Draft: 2.5
Sealed: 3

A four power first striker is a pretty big game to reveal from the morph position. The ability can only target other creatures, which is frustrating, but you can still end up getting kills in combat that you otherwise wouldn't have.

Flying Crane Technique

Constructed: 0

Flying and double strike are both pretty strong, but spending six mana on that effect in Constructed is a death sentence. Any removal or countermagic just cause you to cast Time Stop on yourself which is very hard to crawl back from.

Draft: 4
Sealed: 4

This is obviously very strong and can just end the game as an Overrun or can Ambush an opposing attack. I found this harder to set up than you might think, but it will win many games and cause many tales to be told. The untap clause might be the best indicator that this is coming, so pay attention to strange all-in attacks.

Highspire Mantis

Constructed: 0

We have seen this before in blue/green which also never saw any play. I just need a sweet ability out of you, Mantis. You know the deal by now...

Draft: 3
Sealed: 3

A very efficient beater in the air. Trample helps a little, but just the 3/3 body in the air is a big deal as there are many things smaller already. This applies a lot of pressure very quickly and is a big reward for the straight red/white decks, should you manage to get one.

Jeskai Ascendancy

Constructed: 3

I am sure that you have seen one of many Jeskai Ascendancy combo decks by now. The basic premise is using a bunch of mana creatures to cast noncreature spells which then let you untap those mana creatures for more and more uses. Beyond just that, there are aggro decks playing this card as just an athem, which I find to be cool.

Draft: 4
Sealed: 4

I have not gotten to play this yet but my teammates have told me that the card is bonkers. Just looting or pumping your team is very strong and the fact that you get to do both time and time again is worth so much. Worth a first pick for sure.

Jeskai Charm

Constructed: 2.5

I actually think this is one of the weaker charms even though I still find it strong. While each mode does something somewhat useful, they also all feel a little weaker than you would like. The tempo this creates can be backbreaking when you string them together though, something that Azorius Charm had to have you opt into.

Draft: 3
Sealed: 3

The strongest mode on this is certainly Griptide, but you would be surprised how often +1/+1 and lifelink just wins the game. Burning the opponents face will only be used when they are actually going to die, but it is nice to have that built in.

Mantis Rider

Constructed: 3.5

One of the stronger cards in this set in terms of power level. Lightning Angel is a tournament winning card and not just the first time it saw print either, but when it was reprinted in Time Spiral. This is a full mana cheaper and only loses a toughness? Sign me up. This should be strong in aggressive, midrange, and even some control strategies.

Draft: 4
Sealed: 4

For a small mana cost this sure has a big impact on the game. This demands an answer in quick fashion or else it will just eat away half of your life total before you know what to do. Definitely a first pick if you feel so inclined.

Narset, Enlightened Master

Constructed: 2

While this is no AEtherling, it very well could be the new control on control nightmare that everyone needs to worry about. Have Anger of the Gods in a mirror match and want to throw it out the window? Nuh, uh, not so fast! You might need some of those post board still lest you lose to this card.

Draft: 3
Sealed: 3

If this manages to spike for some number of cards, it can be a very big deal and hexproof is always a big deal, but this is still much better suited for Constructed. The chances of hitting two cards in the top four that you can cast is rather low and two toughness is impossible to get away with for six mana. Still room to wiggle though.

Sage of the Inward Eye

Constructed: 0

I want to like this card, but it just has me hating it in so many ways. A 3/4 flier for five mana is not very good, but I can move past it. What I cannot move past is the fact that prowess is a mechanic that rewards you for many noncreature spells and this is a card that wants you to play exactly one noncreature spell each turn. That seems contradictory to the clan, but oh well.

Draft: 4
Sealed: 4

A giant flier that grants lifelink to your team each turn, regardless of whether he is actually getting involved in combat or not, is going to have the potential to take over any game of Limited. Slam this first pick and hope to avoid any Abzan Charms before you get to untap.

Warden of the Eye

Constructed: 1

Five mana for a 3/3 is not the most impressive thing, but neither is a five mana 2/2 in Scrivener and I have wanted to play that in Constructed plenty of times. This expands possible recursion to things like planeswalkers and enchantments though, so that is rather big. I expect this will see a little play before it rotates, but I am not sure where.

Draft: 3
Sealed: 3

These do not cycle each other in the way that a Gravedigger might, but you are still getting back a piece of removal or something which is not a sad thing. The size on this is actually formidable unlike Scrivener too, so you don't even have to feel that bad playing this to the board.


Wrap Up

Jeskai and blue have a lot going on. They have a solid number of cards rocking perfectly playable Constructed ratings right out of the gates and I am sure Jeskai will find some deeper things to get itself into trouble too. Like Narset is just asking to be combo'd in some way, as are half of these prowess creatures, so we will need to watch to see if that ever happens.

Still, blue ended up getting a hefty number of Counterspells, good rate creatures, and win conditions, and still found room for some of the cute blue stuff that we all know and love. And for Limited, prowess alone provides a lot of punch and Jeskai should be fairly stable all around.

Of course, before we go though, I wanted to take a step away from just Jeskai and broaden the lens a bit. This set has a ton of powerful and unique cards in it, but which among them are the best Constructed cards?

Top 8 Constructed Cards from Khans of Tarkir

8. End Hostilities
7. Rattleclaw Mystic
6. Butcher of the Horde
5. Abzan Charm
4. Savage Knuckleblade
3. Sarkhan, the Dragonspeaker
2. Siege Rhino
1. The Fetchlands

This list has all sorts of powerful cards not on it which certainly makes me feel even better about opening boosters from this set. I could easily see cards like Jeskai Ascendancy, Despise, Dig Through Time, Bloodsoaked Champion, Mantis Rider, and even Crackling Doom all making this list if it were a different set but the competition around here is stiff.

That does lead me to think this is a great set to get invested in though. There are so many playables and so many format defining cards, some of which will not be format defining for a year or so until the metagame allows it. Picking up four copies of every Ascendancy and every charm just seems like a good idea to me, for example.

In general, I like this set a lot and am looking forward to the release weekend tomorrow. Beyond that, the Pro Tour is just two weeks away and I definitely wouldn't mind breaking it for said tournament, so we shall have to wait and see. Thanks for joining me all week! I will see you all next set!

--Conley Woods--