Welcome back to day two of our Khans of Tarkir set review here on TCGplayer.com! Yesterday we kicked things off with the red cards from Khans of Tarkir as well as everything that Mardu brings to the table. Today we will be continuing with white, Abzan, and the lands from Khans.

For each card we will be discussing it within the context of both Constructed and Limited. Then, for every card we will assign three ratings: One for Constructed, one for Draft, and one for Sealed.

At the end of the week I will be taking a look at everything we have discussed thus far and talking about what I feel are the best cards for constructed. To get us to that point, here are the scales we are going to be using.


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!

Abzan Battle Priest

Constructed: 1

Lifelink is a pretty powerful ability to grant a team of creatures, especially when you even get a 3/2 body out of the deal. Obviously very fragile, but I can see this being a weapon for aggro mirrors.

Draft: 3
Sealed:3

A 4/3 Lifelink would be pretty strong all on its own. While this takes some time to get going, it also benefits the rest of your squad with one of the stronger abilities in Limited Magic. I would guess first picking this is reasonable, although first picks in general go very deep in multicolor formats.

Abzan Falconer

Constructed: 1

Flying is probably worse overall than lifelink in Constructed, but you are paying a mana less for this guy and with an overall better rate attached. This could easily be a key finisher in +1/+1 counter aggro decks.

Draft: 3.5
Sealed: 3

The rate on this makes me think it might be slightly better than the Priest, but both are very solid. A 3/4 flier for effectively four mana is already a steal and any type of lord benefits beyond that are just gravy.

Ainok Bond-Kin

Constructed: 0

This is probably a little too small and a little too underwhelming to make it into any 75 card list. The extra mana on the outlast ability is quite painful.

Draft: 2.5
Sealed: 2.5

A 2/1 for two is already reasonable, even if it will get outclassed in this block faster than most due to the lower curves with harder mana restrictions. Still, becoming a 3/2 first strike is a pretty big game and this is still a lord at common, so it can have a big impact.

Alabaster Kirin

Constructed: 0

No one is paying four mana for this creature. In some ways, it is good to think about just how much people would pay for something like this. At two mana, it would have a shot but would probably still just be mediocre.

Draft: 1.5-2
Sealed: 2

A solid flier all-around. This does have some problem punching through the bigger fliers in the format, but with a combat trick or aura, you can insure this stays around for a while.

Brave the Sands

Constructed: 0

Neither of these abilities is particularly amazing in Constructed, even if you would obviously take both if they came for free. The issue is that this comes at the cost of two mana and a card, which is anything but free.

Draft: 0.5
Sealed:1

This does not seem like the card you want to be playing in many scenarios. I am sure you can find a niche one here or there but in general, I would want this in the board and it can come in for specific situations.

Dazzling Ramparts

Constructed: 0

This is a sweet card but for five mana, I don't see anyone really considering it, even if seven toughness is a heck of a lot.

Draft: 2
Sealed: 2.5

This is a slow tapper, but it is a tapper nonetheless. Seven toughness means this can easily block the turn it comes down and then you have the option of blocking and tapping down for offensive purposes, or just defensively tapping from there on out. I think this is a card I will always play the first copy of in most environments.

Defiant Strike

Constructed: 1.5

Any cheap cantrip like this has a real shot at seeing play, especially when Heroic and Prowess are both in the format. This is a neat Bandage mirror though.

Draft: 1.5
Sealed: 1.5

This is obviously better if you are able to pair it with Prowess or Delve, to give it more of a purpose in your deck, but even without those, it cantrips and can change a combat, so it is probably worth playing if you are lower on playables.

End Hostilities

Constructed: 3

This almost gets a three by default as it is soon to be our cheapest and best sweeper in the format. While we will have some conditional ones that can hit smaller things, when Supreme Verdict leaves us, so does the reign of the four mana Wrath. This is still a fine card though and beats up on equipment and bestow, so it should see plenty of play.

Draft: 3-3.5
Sealed: 4

This is always a nice card to be able to set up yourself. Even if you have a lot of creatures, you can engineer a situation where you hold back some guys and force the opponent to overcommit before blowing them out. This is great in any opening hand as well as you can then sculpt the board to your liking.

Erase

Constructed: 1.5

A cheap way to deal with enchantments is pretty solid these days, especially when it exiles the card altogether, meaning this hits gods. Obviously a sideboard option for the most part, but a solid one.

Draft: 0.5
Sealed: 0.5

A very narrow card even if it is cheap and fast. I would pick one of these up for my board if it were convenient, but maining this is a bad idea most of the time.

Feat of Resistance

Constructed: 0

Two mana to save a creature is asking quite a bit. I would rather turn to tricky options that cost less, like Ephemeral Shields etc.

Draft: 1.5
Sealed: 2

This will be more important in a format where protecting your bombs is often what decides a game or match. At two mana, this is not nearly as sneaky as most protections spells, but this does leave behind a permanent reminder, so that is nice.

Firehoof Cavalry

Constructed: 0

This basically just does not have an ability when it comes to Constructed as spending four mana on this is just a huge resource sink that will rarely, if ever, pay off.

Draft: 1
Sealed: 1

One-drops are generally not played because they fall off quickly. This brings some protection against that, but it is not a warrior which is where it would find an actual home. You will play this occasionally, but not when you are rocking anything good.

Herald of Anafenza

Constructed: 0.5

While this is not the most impressive creature ever, it is a 1/2 for one, which is already reasonable. This does spit out a warrior token and becomes bigger for three mana. I wish both halves of this were warriors, once again, but it might do something.

Draft: 2
Sealed: 2.5

This is just a 2/3 body and a 1/1 body for four mana which is a pretty great deal all around. Warrior decks will want this and anything aggressive will like that you get to pay for this in installments, starting on turn one.

High Sentinels of Arashin

Constructed: 2

This could be a really big finisher for the aggressive counter deck, if such a thing exists. You could easily be spending four mana on a 6/7 flier with a double Battlegrowth ability built right in most of the time. Of course, as with anything that relies on other cards though, if all of those cards suck, this might never go anywhere.

Draft: 4.5
Sealed: 4

A giant flier that pumps itself and other creatures is pretty good no matter which format you are playing. Remember that this comes down pretty early to. I give it a slight extra nod in Draft because you can build around it a little more.

Jeskai Student

Constructed: 0.5

This is like a really bad Kiln Fiend in some ways. These get a small bonus so for them to be playable, you essentially need to go infinite but this is one prowess guy you might choose just because he is cheap.

Draft: 2
Sealed: 1.5

I like that this plays defense pretty well and is great at bluff attacking for an extra damage most of the time. A 2/4 is not the most threatening creature, but for just two mana that is quite the steal.

Kill Shot

Constructed: 0

Three mana for this effect is almost always going to be worse than Devouring Light, but even in a world where double white matters, this is very narrow.

Draft: 1.5
Sealed: 2

A pretty mediocre removal spell overall as it cannot deal with defensive creatures or anything just there for utility. That said, three mana is a lot nicer than the four of Divine Verdict, so sneaking this in is easier in that respect. You will draft this in the mid to late pack and occasionally play one, maybe two in defensive decks.

Mardu Hateblade

Constructed: 1

This is an actual warrior for one mana so it has a small chance at being a part of the tribal deck that this set seems to suggest might come to be.

Draft: 2
Sealed: 2

Typhoid Rats is a pretty solid card all around and this can imitate it in the proper black/white shell. The warrior creature type matters even more here as there are two uncommon lords and a ton of random synergy cards looking to piggyback this.

Mardu Hordechief

Constructed: 1

This has a lot of similarities to Herald of Anfenza in that you end up with a 2/3 body and a 1/1 warrior at the end of both quests. This one is nice in that you only invest three mana and you get two warriors out of the deal, helping the potential for any tribal interactions.

Draft: 2.5
Sealed: 2.5

Two bodies for three mana is not a bad deal and once again, these are warriors, a fact which only boosts their stock. A 2/3 creature is something that has shown how strong it can be in recent Limited formats and I expect this to be the same.

Master of Pearls

Constructed: 0.5

In general, I feel like a card such as Dictate of Heliod is just going to get the nod over this. They both cost a similar amount of mana but this is temporary and requires an additional turn of set up and hoping your Grey Ogre lives. Still, this has a small chance of doing something.

Draft: 3.5
Sealed: 3.5

This is generally going to be a big blowout if you manage to untap with it. That turn where it sits out there vulnerable is a scary one though, so I would not be surprised if players tried to spend all eight mana at once just to ensure they get their Overrun.

Rush of Battle

Constructed: 0.5

While these types of effects are generally not playable, granting lifelink might mean this has a small chance. Jeskai Charm does this better, but if you want to build black/white warrior tribal, this is an interesting sideboard option.

Draft: 2.5
Sealed: 2

This is a very strong card on par with the likes of Sanctified Charge in M15 most of the time. While you cannot make sure all of your guys live with first strike, lifelink is basically never bad and saving a full mana from Charge is a big upgrade here. Nonwarrior decks can use this, but it obviously loses some of the appeal.

Sage-Eye Harrier

Constructed: 0

Let's be honest here. Who the heck is the person out there really wanting to play this? Even a new player is looking at angels and life gain, so who is really chomping at the bit to play this lame bird?

Draft: 1.5
Sealed: 2

A pretty reasonable defensive option both cast as normal, and as a bit of a trap. You won't catch too many people off guard by swapping into a 1/5, but flying could mean you get to pick something small off.

Salt Road Patrol

Constructed: 0

The Siege Mastodon of this set is a little beefier and cheaper than normal, but that does not mean we will be seeing it in Constructed anytime soon.

Draft: 2
Sealed: 2

While this is a defensive card, it is a pretty good one as it is a little undercosted and even gets to be bigger later on. The fact that it benefits from all of the +1/+1 lords is just gravy.

Seeker of the Way

Constructed: 3

This might be the best prowess creature but if not, it is certainly close. A 3/3 lifelinker for three mana would obviously be insane and this is generally that or more. Occasionally you will be left with just a bear, but it is still threatening to bluff with.

Draft: 3
Sealed: 3

One of the better two-drops you can pick up in this format. Not only is this thing just very good on its own, it is also a warrior which means you get to work your tribal synergies with him. Probably worth first picking in weaker packs.

Siegecraft

Constructed: 0

Pillarfield Ox is not the best card and the way to get it into Constructed is not to turn it into an aura. Nice try though!

Draft: 1
Sealed: 1.5

I am not a big fan of auras in this format and this is not the most exciting one to be considering anyway. That said, sometimes you will have some nice synergies or be against a matchup where this makes sense and by all means.

Smite the Monstrous

Constructed: 0

Too expensive to have an impact on Constructed as we have seen before. Especially when Reprisal was printed in Theros block as basically a strict upgrade to this.

Draft: 1.5-2
Sealed: 2

This is one of those removal spells that you certainly do not always play but it has some uses and makes for a pretty good 22nd or 23rd card. If nothing else, having access to this in the board is important and the rate on creatures in this set along with the Temur mechanic means this will be fine more often than not in your main.

Suspension Field

Constructed: 1.5

This is a lot worse than Journey to Nowhere but that does not mean it is without use. While cards like Banishing Light are going to get the nod over this most of the time, if the metagame shapes up in a certain way or that extra mana ends up really mattering, this could easily see some play.

Draft: 3
Sealed: 3

Three toughness is not the toughest (unintentional, but meh) thing to find in the world. You generally do not want to be wasting removal spells on small creatures anyway unless they happen to be utility based. That said, this deals with the creature outright and takes out most things that would be threatening to you, so it is probably a safe early pick.

Take Up Arms

Constructed: 0.5

While I don't really think this has a shot at Constructed play, it does make warriors and is an instant, so there is a small chance it is played as a one or two-of in token strategies. In general though, this is just too slow.

Draft: 2.5
Sealed: 2

If you are not abusing this with the warrior synergies in the set, you will probably be underwhelmed with the power level here, although it is still fine of course. With some +2/+1 anthem effects granting lifelink though, all of a sudden this feels like Triplicate Spirits did.

Timely Hordemate

Constructed: 1

While this is not the most likely card to make waves in Constructed, it does offer an interesting two-for-one that does not take a lot of set up to make happen. Returning a warrior lord to the battlefield could be exactly what you need to recover from a sweeper properly. Anger of the Gods is a problem though.

Draft: 2
Sealed: 2

Getting back your two-drop might not seem all that great, but when it has flying or something nice like prowess, that can be a big swing in the game. A 3/2 for four mana is already ok, so you don't need much from the ability to make this worth the effort.

Venerable Lammasu

Constructed: 0

Spending seven mana on an undersized vanilla flier does not sound like the kind of Constructed format I want to be playing...

Draft: 1
Sealed: 2

This is quite expensive and a little bulky, but there is no denying that it is a big threat when it hits the board, regardless of how expensive it might be. In Sealed, you generally have more time to deploy this while it is probably a little too slow for the Draft environment in most decks.

War Behemoth

Constructed: 0

Six mana needs to give you a huge output in Constructed to be a real contender and I do not feel like a 3/6 is even close to getting there, Morph is cool, but not Constructed worthy.

Draft: 1
Sealed: 1

Compare this to the Sal Road Patrol from earlier and you can see why I was singing its praises. Six mana, or eight total if you decide to morph, is so much to pay for just +1/+1 on the body, especially when the Patrol has a natural way to make up that gap itself.

Watcher of the Roost

Constructed: 0.5

While a three mana 2/1 flier that gains you two life is not exactly the type of thing people are clamoring to get their hands on, this does serve an interesting role as a free source of lifegain for certain decks. I think this is probably too fragile, but it's worth looking at.

Draft: 2-2.5
Sealed: 2.5

While this is a rather fragile flier, the fact that it flies at all is pretty sweet, especially because that brings you a couple of life in the process. The best part about this is that it can Morph and cause some confusion for your opponent until it can flip later, completely for free, and continue beating down for two in the air.

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Wingmate Roc

Constructed: 2

This is a little expensive, but echoes from Broodmate Dragon are pretty real. Five mana for two 3/4 fliers is certainly better than six mana for two 4/4 fliers by rate and the Roc even comes with an extra trigger to pull away there. The real question comes down to how difficult this is to trigger versus how difficult Broodmate is to cast. I think that this style of card makes most sense in a control deck, so attacking with a creature is a real cost, especially without Mutavault around. I think that some decks will pick this up, but too many will be unable to reliable trigger the raid and therefore this won't make the cut.

Draft: 4.5
Sealed: 4.5

First pick this and win with your pair of gigantic fliers while gaining a bunch of life to ensure you cannot lose the race on the ground. You're welcome.


Abzan

Abzan Ascendancy

Constructed: 1.5

This seems like a really neat card but I do have to wonder where it fits in best. The anthem effect is quite real and might even turn on some synergies while the anti-removal aspect is just really nice to have in a world where all of the removal is so strong and efficient. I expect this to see limited play, but it should be strong.

Draft: 4
Sealed: 4

This is just a monster either early or late due to just a strong pairing of Limited effects. Boosting your entire team is great when everything is a matter of one point of power or toughness and giving you positive value on one-for-one trades is a huge leg up to have in Limited.

Abzan Charm

Constructed: 3.5

This is my favorite of the new charms for Constructed due to a powerful trio of abilities. This is basically never dead as it comes with the option to just draw cards and then it is a top notch removal spell on top of that. The counter ability is just icing on the cake and adds to the versatility. This should be a common four-of this Standard season.

Draft: 4
Sealed: 4

Just more of the same praise in Limited. This is a very strong removal spell but also has the option to two-for-one in combat, which is just a blowout, or two-for-one from the top of your deck. You will almost never be sad to draw this card from atop your 40 and it should be a high pick as a result.

Abzan Guide

Constructed: 0

While a 4/4 lifelink creature means all sorts of business in Limited, with a six mana pricetag, Constructed mages won't even bat an eye this way.

Draft: 3
Sealed: 3

This is a big body that unmorphs for a very reasonable price in my opinion. At common, compare this to Exalted Angel, one of the best morphs of all time, and you can see it doesn't stack up that badly. A weak first pick most likely, but within reason.

Anafenza, the Foremost

Constructed: 3

I think this is a card that will likely end up seeing some scattered Legacy play and quite a bit of Modern play. While Doran is a little bit bigger than this, this is able to bring others along for the ride so the whole show is not on him and while he isn't in combat, he is bringing a real disruptive ability to the table. Graveyard hate in Modern and Legacy is often sought over. Expect to see a copy of this in Pod, for example.

Draft: 3
Sealed: 3.5

This is an extremely good beater on curve and will outclass most things put in front of it for quite a few turns. The fact that it distributes some +1/+1 counters means that its time in play is much more valuable than a vanilla 4/4 would be.

Armament Corps

Constructed: 0

This can come down as a five mana 6/6 but I just don't see that as being good enough still. Being able to move around counters is strictly upside but not a useful enough ability to really consider this.

Draft: 3-3.5
Sealed: 3.5

The sheer size of this is quite threatening as it is going to take down most creatures without additional interference. The fact that you get to enable one or two creatures for the +1/+1 counter lords is just a huge bonus on an already very strong card. This seems fine early on in the pack.

Chief of the Scale

Constructed: 0.5

While his brother is chilling out with the Mardu clan and has a real shot at Constructed, this seems much less likely to cause any waves. Toughness boosting is nice but unless it is getting your creatures out of range for the popular sweepers, it really isn't all too helpful. Still a glimmer of hope though.

Draft: 2.5
Sealed: 2

This is worse than the power granting half of the duo as it both stands up worse on its own and grants a generally weaker stat. That said, a 2/3 for two is still a totally fine Magic card and this will benefit your warriors when it falls behind on board itself, so it does share many of the same upsides as the 3/2, it just does things slightly worse.

Duneblast

Constructed: 1.5

While this is certainly a cool card to think about, I wonder how practical it is to consider something like this over a Fated Retribution or even In Garruk's Wake. Obviously if you have the only guy in play when this is said and done you are in a great spot, but control does not usually need to run out its win condition before clearing the board.

Draft: 4.5
Sealed: 4.5

This is a great game ender as you can conceal it pretty well by having some very strong creature out. It is not as though opponents will be playing around a sweeper much of the time anyway, but this one is so hard to see coming just because the owner gets to overextend more than usual.

Ivorytusk Fortress

Constructed: 0.5

This is what it has come to? Five mana 5/7s? The body on this is a pretty solid rate but you do need to work a bit to have the second ability here actually do anything useful. Pseudo-Vigilance is nice, but not the greatest ability to be sporting in Constructed.

Draft: 3.5
Sealed: 4

This guy should hold back basically everything on the ground, especially if you can suit him with a counter so that he can play both offense and defense. You are mostly just interested in the size of this creature but it will deliver as it just doesn't ever die.

Siege Rhino

Constructed: 3.5

The new Thragtusk is here and he is looking pretty sweet these days. (I avoided the horn joke there). I really like that this gets to play an offensive or defensive game which allows him to be the curve topper in an aggro deck or a Stabilizer in a midrange or control deck. Because of this, expect to see a lot of play out of this rhino from any deck that can support the mana.

Draft: 4
Sealed: 4

For a ground creature, this is about as good as it gets. You get a hyper efficient body with trample to boot. On top of that, draining for three is pretty substantial especially when it doesn't cost you a card to get. Unfortunately, this is lacking true evasion so it is not a dedicated bomb in that sense, but it is basically the best form of a ground creature you can acquire during the Draft.


Lands

For the lands we will be looking at the cycle as a whole if one exists as color preference should not matter much. In other words, we all know that Polluted Delta is better than Windswept Health because it grabs Islands, but that is not relevant to this review.

The Fetchlands

Constructed: 5

These are some of the best dual lands ever printed due to their interaction with actual dual lands and their utility. Few other sources of shuffling are available at essentially no deckbuilding or mana cost which allows fetchlands to see play in formats where library manipulation is prevalent (Legacy, Modern, Vintage). These will be good in Standard but not the best set of dual lands available. In older formats though, expect these to continue to dominate.

Draft: 2.5
Sealed: 2.5

These are solid sources of fixing that also increase your delve count, which is nice. That said, these are generally worse than the dual lands that always produce two colors of mana or more, making these bad picks over Refuges and Trilands unless monetary concerns are involved.

The Refuges

Constructed: 1.5

While these did not see much play the first time they showed up in Zendikar (each with the title "Refuge," hence this new label), I expect them to be much better in this environment as the number of dual lands is both pretty low and there are some nice life gain synergies to be found in this environment. Certainly not every deck will play these, but they will see some play.

Draft: 3
Sealed: 3

Mana fixing is crucial in multicolor formats and these are the common fixers we have available. I will never complain about a few life and these do a reasonable job of fixing, so the format seems fine. Ten total copies of these lands is a big improvement over just five as well, allowing extra versatility.

The Trilands

Constructed: 2.5

Any three color deck is at least going to consider these as the mana in this format is not the best. At the price of just entering the battlefield tapped though, you get to do a big part in fixing that. I think back to the original trilands from Shards and they saw plenty of Constructed play.

Draft: 4
Sealed: 4

These are the Cream of the Crop when it comes to mana fixing in Limited and while you will not slam just any one of these at any point in time, you will generally be taking on-color ones very early or even using them to push you into a color wedge. These just do so much work for you when they come down early and are worth a first pick much of the time.

Tomb of the Spirit Dragon

Constructed: 1

While this land is intriguing, I don't think it is quite strong enough just yet. Obviously there will be some colorless creatures in our near future, so it is tough to know exactly just how good this will actually be. Morphs are certainly not enough though. In older formats, this might see a little play, but it should mostly be a casual card.

Draft: 1-?
Sealed: 1-?

In the crazy world where you are like one or two colors and have great mana you can begin considering this. If you have enough morphs in your deck, this has a real output, but I just see it being a luxury the vast majority of the time and one you likely cannot afford.


Wrap Up

So Abzan look pretty cool, right? I am a huge fan of junk and the style of play that it brings and Abzan seems to be capturing that pretty well. The counter thing is nice in Limited but the Charm and Ascendancy show off some nice space from the wedge.

White is not quite as impressive by itself but it did have a surprisingly large number of strong uncommons which is always nice to see. If warriors are a thing, the value that white brings to Standard increases quite a bit here. In either case, there are a lot of exciting cards to try out and I am excited about them.

Come back here tomorrow when we move over to black and the Sultai clan. Thanks for reading!

--Conley Woods--