Welcome back to the final day of our M15 set review here on TCGplayer! All week long Mike Flores and I have been covering each and every card from M15 regarding their constructed and limited potential. Today, we wrap all of that up by reviewing the white, artifact, and multicolor cards from M15. At the end of all of that, I will be going over my Top 8 constructed cards from the set as well.

In order to help us out with our reviews, we have a scale for constructed and a scale for limited. Both of these are relatively new as I have been trying to make them more user-friendly, so if you have any feedback regarding either scale, please leave it in the comments below!


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, Library of Alexandria.

4: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or 4.5. Examples: Fireball, Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike, Merfolk Looter.

2: I will draft and play these but do not value them highly. These are the typical 5th-8th picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the 2.5 area as well. Examples: Hill Giant, Divine Verdict.

1: I generally do not want to pick these highly or play them in my 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, Merfolk Spy.

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus, Sway of the Stars.

With that, on to the cards!


White

Aegis Angel

Constructed: 0

While Indestructibility is a cool ability to go around granting things, this is still just a vanilla 5/5 flier for six should that ability not be key. In order for that ability to work, you need a second creature in play which is not what you want to be doing in your six-mana threat deck. And Aegis Angel is an intro deck card, so no limited ratings

Ajani Steadfast

Constructed: 3.5

If you remember back to the original Ajani, he saw a lot of play due to his ability to pump your team twice over two turns. This Ajani retains that functionality, although the loss of Vigilance does make it tougher to protect your walker. In exchange, however, we get an actually relevant +1 ability that will still be gaining us life, and hopefully more than two! Plus, vigilance shows up here just in case you need it!

Draft: 4.5
Sealed: 4.5

One of the best cards you can hope to open as it just does so much with so little. All you need is any creature and you are going to be ahead. If you happen to deploy this into a board of many creatures, kindly apologize to your opponent for opening such a disgusting card.

Ajani's Pridemate

Constructed: 2

I don't think people underestimate this cat any longer which is good because he packs a punch. Soul Sisters is a fringe Modern deck to this day, partially because of Pridemate. While I do not know how much play this will end up seeing in Standard, I would not be surprised if it showed up.

Draft: 2.5
Sealed: 2

You need a reasonable amount of life gain to get this to a 4/4 or bigger so it is actually a threat in the late game, but because it starts out as a bear, it is fine to main deck even without much life gain. Draft will generally allow you to build around this better than a sealed pool can.

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Avacyn, Guardian Angel

Constructed: 1

I am giving this a 1 on rate alone, because it would seem like someone has to play this, but the conditions don't make me very confident that it will break through. For one, Stormbreath Dragon exists and that isn't good for the chances here. Her abilities are sweet, but she is tough to cast and cannot protect herself.

Draft: 4
Sealed: 4

This is obviously a completely insane card that will win you nearly every game that you untap with it, but it gets a slight drop in rating due to its very difficult color requirements. You need three white to sneak this into play which is tough and if you want to activate her immediately that is a 4th white needed, so just be prepared to make the correct mana base decisions when you draft this.

Battle Mastery

Constructed: 0

I used to think anything that had or gave double strike was playable, but the mechanic is not as powerful as it once was due to better removal and cheaper, faster creatures. Obviously still very abusable, but not on a three mana aura.

Draft: 1
Sealed: 1

While I am not a big fan of running this myself, it can do powerful things so it will probably make your deck some amount of the time when it has to. Not giving a stat boost really hurts this in addition to it being an aura, which is why I prefer to avoid it.

Boonweaver Giant

Constructed: 1

While this does cost a hefty seven mana, it also brings a mana cheat with it so there is a potential for abuse. For example, what if I Reanimate this from the graveyard and grab Eldrazi Conscription? And, what if there was a Dragon's Breath in my graveyard? Obviously Eternal formats can come up with better than that, but maybe Modern has some tricky interactions.

Draft: 1.5
Sealed: 1

This is generally just a big expensive idiot but each and every aura option in your deck is going to change this guy's evaluation. If he can grab Burning Anger or Spectra Ward, you should be valuing him much higher.

Congregate

Constructed: 0

Pure life gain spells need to be reliable and they need to be cheap. This is neither and should continue to go unloved as a result.

Draft: 0.5
Sealed: 0.5

This is kind of neat in a Fog strategy or obviously to enable any life gain synergies, but for the most part, a card that does not impact the board is pretty bad in limited. Board this in against aggressive decks but try to avoid playing it main.

Constricting Sliver

Constructed: 1

A six mana sliver is pushing it, but the power of this ability gives it a chance in any type of sliver strategy that doesn't want to play fair.

Draft: 2.5
Sealed: 3

This is expensive removal but it is still removal that takes out anything. Just like with Banisher Priest, you cannot rely on this as it is a relatively weak body sitting out there, but still very playable.

Dauntless River Marshall

Constructed: 1

A 3/2 with an ability is a pretty solid deal for two mana. The biggest problem is that there are not really any aggressive blue/white strategies that would want this. Perhaps with a new block though.

Draft: 3
Sealed: 3

Assuming you are monowhite, this is a 2/1 for two mana and going to give you just that. Let us be positive and assume we are blue/white though, because that is where this shines. Not only is it a big body for the cost and a valuable two-drop for the curve, but it also has a nontapping way to control combat turn after turn! This will win long games by itself.

Devouring Light

Constructed: 1.5

At three mana this is a little too expensive to see play straight up, but with convoke, the door opens for aggressive strategies. Imagine casting Triplicate Spirits with this in your hand, just as an example. It will likely see a little play, but Banishing Light will be the defacto white removal spell.

Draft: 3.5
Sealed: 3.5

Hitting both attackers and blockers is pretty big here as it becomes so much easier to set up a convoke situation that works for you. Exiling the creature is just a bonus on top of everything else. Don't forget to play around this when possible, especially early in the format where "free" spells are easy to forget about.

Divine Favor

Constructed: Review Pending

Draft: Review Pending
Sealed: Review Pending

Divine Verdict

Constructed: Review Pending

Draft: Review Pending
Sealed: Review Pending

Ephemeral Shields

Constructed: 1

This is a pretty interesting version of the indestructible combat trick. In constructed, this is less combat trick and more protection spell but it can come out for free which is particularly important for any type of creature combo. Imagine Pod using this to protect Melira, for example.

Draft: 1.5
Sealed: 1.5

Without any sort of stat boost, this is not the best combat trick in the world as your creature had to be winning all on its lonesome for this to save it from dying. That said, this is great in double block situations or as a Counterspell for removal.

First Response

Constructed: 1

I find this to be a really interesting option for control decks. I think this actually works best in life gain strategies as you constantly refill your resource and keep the 1/1s coming. Remember that losing two life and then gaining five life still qualifies as you losing life in the turn.

Draft: 2
Sealed: 2.5

This is relatively new space for limited, so I am playing it conservative with my rating. It feels like, once again, a life gain deck would enjoy this and most control decks can probably get some use out of it. If you can find a way to constantly ping yourself, such a pain land, this goes up in value.

Geist of the Moors

Constructed: 0.5

While a Vendilion Clique without any special abilities is not the greatest thing in constructed, it has a small chance of being played in something tribal.

Draft: 3.5
Sealed: 3.5

Fliers in this format are the not the greatest in the world so to find a three mana one that has three power is a treat. This cannot really tussle with any other fliers, but backed by some removal or tempo spells, this can just win you the game.

Heliod's Pilgrim

Constructed: 1.5

A tutor is a tutor and this one even comes on a body. Compare this to Stoneforge Mystic and you can see some of the potential. This does not have the mana cheat that Stoneforge does, but that is why it gets a one instead of a five.

Draft: 2.5
Sealed: 2

This is going to vary based on the number and types of enchantments it can grab, just like the Giant above it. The difference is that this is actually castable, so it is nice to present a body to place the tutored aura up with.

Hushwing Gryff

Constructed: 2

I am a huge fan of hate bears with value. I have probably played more Aven Mindcensors than anyone, for example, and this card is designed in the exact same style. That said, not every deck can or will want to use a hate bear so this still is restricted to sideboards for the most part.

Draft: 2.5
Sealed: 2.5

I would not expect to get a ton out of the passive ability on this, although if you do get any value there, that is obviously just all upside. A 2/1 flier for three mana is about the minimum but flash helps a lot here as you get a combat trick some amount of the time.

Inspired Charge

Constructed: 0

One of those constructed only cards and it will not be making a dent in any 75 card list.

Kinsbaile Skirmisher

Constructed: 0

A Grizzly Bear by any other name...

Draft: 2.5
Sealed: 2.5

Any time you have a two-drop with a semi-relevant ability and at least two power, you have a playable two-drop. This card is not amazing in the late game, but it does do something and that is more than Grizzly Bear can claim.

Marked by Honor

Constructed: 0

Four mana for a minor stat boost and one of the less important keywords for constructed is not how to get an aura to see play.

Draft: 2
Sealed: 2

Auras serve a pretty important role in M15, especially for red/white so this is going to be big in those decks. If you have a lot of fliers, any enhancement is going to be welcomed. Be careful about getting blown out of course, but a reasonable card to include in most decks.

Mass Calcify

Constructed: 1

This is probably the worst of the seven mana sweepers available to us, but because it has a niche to it, there is a chance it sees a little play somewhere. I would still rather play Fated Retribution almost always.

Draft: 2.5-3
Sealed: 3.5

This one has a clear goal in mind, which is to draft as many white creatures as you can and then cast this in order to win the game. The problem with this strategy is that you very rarely get to be monocolored and there is no promise that your opponent will not have white creatures themselves. This is still a strong card worth playing, but it is not the most reliable at seven mana.

Meditation Puzzle

Constructed: 0

If you are playing enough creatures to make the convoke worth it and therefore this spell worth it, you are just better playing something like Congregate from above...and you already saw how that went.

Draft: 0.5
Sealed: 0.5

Basically the same story as Congregate once again. If you have synergy with this then it goes up in value but you can still draft it late. If you have no synergy, don't play this.

Midnight Guard

Constructed: 1

This has many quirky little infinite combos with it, such as Splinter Twin, and therefore will come up in conversation. None of those combos are particularly good, however.

Draft: 2.5
Sealed: 2.5

Reasonable stats for your three mana creature. This will have Vigilance a good deal of the time which is upside and you can find a few little synergies to make this guy jump in your pick order. Also pretty good with convoke, if that were not obvious.

Oppressive Rays

Constructed: 1

Same thing as Journey into Nyx (though I will admit I am not sure what I rated it then). Aggressive decks might use this as a tool against midrange decks.

Draft: 1.5
Sealed: 1

A removal spell that is best in aggressive decks that can abuse the tempo. This is not true removal as their creature will eventually free itself, so you need to be able to take advantage of that few turn window where this is causing problems.

Oreskos Swiftclaw

Constructed: 1

I love these french vanilla rate guys because I always think they will find some love and they rarely do. This guy has a chance once Daring Skyjek leaves the format.

Draft: 3
Sealed: 3

Basically the best rate two-drop you are going to find at common and by the end of the format, I would not be surprised to see people first picking these. White aggressive decks look like they might be very strong and this is a card that needs no help and fits right in.

Paragon of New Dawn

Constructed: 1

Just like all of the other Paragons, this is a pretty straightforward build-around that might see a little fringe play. White has a lot of options in terms of Anthems right now, but this still has some unique properties. His activated ability is probably the worst of the group though.

Draft: 3
Sealed: 2.5

In sealed, you are more likely to have to be two or three colors which weakens the effectiveness of the Paragons. Still, making a bunch of dorky guys bigger is a huge ability to have and this format is a lot of little, dorky guys. Vigilance is certainly more relevant in limited, but still not all that impressive most of the time.

Pillar of Light

Constructed: 0.5

This kills a unique subset of things so even at three mana, there is a chance that enough key creatures with four toughness are seeing play and this is a great answer that starts to see sideboard play. Unlikely, but most would have said the same about Last Breath.

Draft: 2-2.5
Sealed: 3

Gigantic butted creatures are not as commonplace as you might think in this format. Obviously this kills a good portion of big things and some annoying walls, but for the most part you are not finding valuable targets against aggressive decks. Better in sealed because it generally kills bombs.

Preeminent Captain

Constructed: 1

This is a big mana cheat but it is very limited in what it can combo with. Right now the best option is probably Foundry Champion, but you can get an extra mana or two out of it as there are some seven drop soldiers. In older formats this has better options but is also much weaker due to his size being so small.

Draft: 2.5
Sealed: 2.5

A Grey Ogre with first strike is pretty solid on both offense and defense. Obviously you want to pair this with additional soldiers, but that is not always realistic. Take him for his stats and treat his ability as a bonus.

Raise the Alarm

Constructed: 1.5

This is sort of the original instant speed token maker before they ever flew. It turns out that this is efficient enough and plays well with the plethora of Anthems in Standard that I would be surprised if it did not see at least a little play.

Draft: 2.5
Sealed: 2

This is especially good with that Paragon we just discussed, so look to pick up that combo. Remember that convoke is a big part of M15 and this is a great enabler for the mechanic in addition to just being an efficient two-drop with flash.

Razorfoot Griffin

Constructed: 0

Nope. Alright, alright, I will think about a little more... Nope.

Draft: 2.5
Sealed: 2.5

While this is not the best flier in terms of rate, it has a couple of key things going for it. First of all, there are not a ton of fliers so this is just naturally better. Secondly, many of the existing fliers have two toughness so first strike is very relevant. White also has a ton of auras to suit this up with and go to town.

Resolute Archangel

Constructed: 1

Perhaps reanimator of some kind will find this interesting to use against aggressive decks, but outside of just being a big thing cheated into play, don't expect much from this.

Draft: 3.5-4
Sealed: 4

This should hit the board and immediately prevent any chance of you getting alpha'd on the following turn, which is nice. The downside is that you are overpaying for a 4/4 flier, but no matter how much those cost, they are still very strong once in play.

Return to the Ranks

Constructed: 2.5

I am a really big fan of this card and will definitely be brewing around it the entire time it is in Standard. Reveillark was a fun card to build around and this has many of the same properties. Two mana is much less abusable than two power but this can get a lot more than two creatures, adding a lot to the card.

Draft/Sealed: 0.5 per three targets in your deck (not pool)

I am not certain that is the best formula for the card, but it works out reasonably. If you have 15 targets you are playing when you see this, then it should be a slam dunk by that point. Of course, the odds of that happening are very slim, so do not value this too early on in the draft unless it is a free pick up.

Sanctified Charge

Constructed: 0

Adding a mana and a weak extra ability on to Inspired Charge did not inspire me to charge into battle on its behalf.

Draft: 1.5-2.5
Sealed: 1.5-2.5

This is going to increase in power as the density of white creatures in your deck increases. Even with very few, this is playable as a five mana Inspired Charge, even though that is not exactly a dream card. With a few white creatures in play this can turn into a giant combat trick worth spending a middle pick of the draft on.

Selfless Cathar

Constructed: 0

This had a much better chance of seeing play when it was printed in Innistrad and was not even really a consideration for anything, so I expect much of the same.

Draft: 1.5
Sealed: 1.5

If you are wanting to play with a one-drop, this is the one you should be looking at. It is more of a spell than a creature but it will get in some random damage and combo nicely with things like Return to the Ranks and Paragon of New Dawn.

Seraph of the Masses

Constructed: 0

Even in a deck that could produce a lot of creatures extremely fast, this is basically the epitome of a win-more card or an irrelevant addition threat played into the sweeper that was needed anyway.

Draft: 3.5
Sealed: 3.5

This is a giant flier and it can come really cheap. If it is at least a 3/3 you will be pretty happy with it but it does make for an awkward top deck when you have no assistance for it. Not the best card when you are behind, but it will take over any even game.

Serra Angel

Constructed 0

We already looked at an angel that is basically just better than this and even it does not impress. Another card not found in the limited format.

Solemn Offering

Constructed: 0.5

There are a lot of Disenchant effects in Standard right now so you would really want that four life to consider this, but some decks might do just that.

Draft: 0.5
Sealed: 1

A card I am ok with having one copy in my sealed deck but am generally going to prefer it in my sideboard for both formats.

Soul of Theros

Constructed: 2

This is a little weird to cast because it wants to join a board full of creatures to abuse the activation with, but that would imply an aggressive deck and this is a six-drop. That said, this is a very swingy effect so casting it out of the graveyard is not unreasonable. I expect this to see a little play at the top of a midrange deck's curve.

Draft: 4.5
Sealed: 4.5

Even if you can only ever use this out of your graveyard it is going to be worth slamming first pick. Lifelink and First Strike are such a sick set of keywords with a very nice combat bonus and it can come at instant speed. Add a 6/6 vigilance to the equation and the ability to use this every turn and you just have a game winner all around.

Soulmender

Constructed: 0

While Soul Warden is a really interesting card for constructed, most of that comes from an unlimited ability to grant life. Soulmender is very much a very fast card that cannot go over five miles per hour.

Draft: 0.5
Sealed: 0.5

I will play this if I have enough synergy for it, primarily Ajani's Pridemate. Without synergy though, this is a pretty bad one-drop that you would likely be better playing another land over.

Spectra Ward

Constructed: 1

I don't think this will be cast often, but it might be an effective tool against a specific deck or two in the format. Protection from all colors is a very tough thing for some colors to come up with answers to.

Draft: 4
Sealed: 4

Once this is on your creature, you are basically set. You need to worry about the rare enchantmnet removal spell but otherwise you have an unstoppable threat. Getting this into play is still tough though as it is a five mana aura, so just be cautious to not throw your bomb away.

Spirit Bonds

Constructed: 2

This is a very interesting card and I am not sure how to best use it yet, but the power seems there. This gives you a lot of options against control specifically and should be a nice sideboard tool at the very least.

Draft: 4
Sealed: 4

This is an incredible card to get out early although its power diminishes as the game drags on due to fewer creatures to feed to it. Indestructible granting is a huge ability in limited and the tokens are going to get work done on their own too.

Sungrace Pegasus

Constructed: 0

This does not quite do enough to be a real consideration. On its own this is no threat and no defensive stopper and cards that do nothing on their own and very little even with help are usually not worth the effort.

Draft: 1.5
Sealed: 1.5

This is a reasonable flier to play and will only get better depending on the number of ways to make it big in your deck. This becomes irrelevant really quickly once any other flier hits the sky which is why some aura or equipment comes in handy. Even if these do not make your main, keep them in mind as they serve well out of the board in certain matchups.

Tireless Missionaries

Constructed: 0

No one is looking to spend five mana on three life and a terrible 2/3 creature. No, not even that guy.

Draft: 1.5
Sealed: 1.5

This really does not have a huge impact on the board for a five-drop. There is a great chance that everything else will be larger than this and its defensive uses will be minimal. Three life is also not exciting so I would prefer to see this in my board and then come in for aggressive matchups.

Triplicate Spirits

Constructed: 1

This is certainly no Spectral Procession or Lingering Souls, but it has a powerful enough output that it might be worth exploring some token strategy to enable this. Ultimately, there will probably be better options, but this is interesting at the very least.

Draft: 4
Sealed: 4

Pretty easily the best white common from a first pass of the set. This is generally going to cost you three or four mana and at that point in time this is a huge play. Even later on it is not as though 1/1 fliers become terrible en masse, especially if you drafted anything to make them bigger.

Wall of Essence

Constructed: 1

I find this to be an interesting option over Nyx-Fleece Ram but the Ram will likely win out due to its impact while creatures are not attacking. Wall of Essence actually only starts to gain you life when the opponent has three creatures out.

Draft: 1.5-2.5
Sealed: 2-2.5

This is a pretty good two-drop is you are in the department for a defensive strategy and want to make it to six or seven mana. Not many decks will be in that category because the two-drop slot does not allow games to go that direction but Wall of Essence is one of the few that can.

Warden of the Beyond

Constructed: 1

A 4/4 for three mana is interesting, but you need a consistent way for this to be turned on to even consider it. The obvious thought is Banishing Light, but as we have learned recently, that is not the most reliable card in the world right now.

Draft: 1.5-3
Sealed- 1.5-3

The number of exile effects you have is going to change the rating on this quite a bit. If you do have a good deck for him though, he is more than worth it. At the prerelease I had a combat step that involved me casting Devouring Light to exile a big flying blocker, pumping my Warden up to take out a Hill Giant. This guy can do big things in the right shell.


Artifacts

Avarice Amulet

Constructed: 0

This has a huge upside but it also has a huge downside and I am not sure the risk is worth it. Even if your opponent is control and has no creatures, do you want them getting a two-for-one with removal? Hexproof is the one shot for this card and I am not seeing it.

Draft: ?
Sealed: ?

I would be lying to you if I told you I had a clue as to how good this is. On the one hand, it has some decent stats, a low equip cost, and draws you cards so I kind of like it. On the other hand, I don't know who is going to control it. Let me know if you played with this and what you thought of it below!

Brawler's Plate

Constructed: 0

An equip cost of four mana is awful steep and needs to reward bigger things than +2/+2 and trample.

Draft: 1.5
Sealed: 2.5

This seems a lot better in sealed where board stalls are more common and you might have more time to equip this freely. In either format it is big once it gets attached, but that process takes seven mana and a lot of time, so it is not a given by any means.

Bronze Sable

Constructed: 0

A two mana 2/1 is awfully scary...

Dratt: 1.5
Sealed: 1.5

This guy actually serves the important function of being around when intimidate creatures are beating me down.

The Chain Veil

Constructed: 1

This is an interesting little card we have here. Using planeswalker abilities more than one time in a turn is obviously busted which is why this is appealing, but I am not sure what you are supposed to do with a second activation. Expect many superfriends lists to be popping up over the next few weeks.

Draft: 0
Sealed: 0

You would need eight planeswalkers in your list before you would consider taking and playing a Chain Veil...

Gargoyle Sentinel

Constructed: 0

As playable as a three mana 3/3 defender is supposed to be, which is to say not at all.

Draft: 2
Sealed: 2.5

A decent creature on defense, you certainly want to be able to free him when it comes time to. This is pretty good against the flying decks that tend to pop up but is a tough one against any random deck you might face depending on the strength of a 3/3 defender in the match up.

Grindclock

Constructed: 0

I brought up Grindclock as a mill enabler to the team at the start of testing and the response was overwhelmingly negative. No one wanted to even try to durdle around for so long that Grindclock could even be considered a reasonable thing. This takes four or five turns before it even dumps as many cards as Commune with the Gods.

Draft: 4.5
Sealed: 4.5

I don't think there is a deck I would not play Grindclock in as the card is a one-man win condition for the most part. You do not need to find any synergy or additional mill as Grindclock does that just by sticking. Torch Fiend is a tough one to run into.

Haunted Plate Mail

Constructed: 1

This has shown to be a legitimate option in certain control decks that abuse the no-creature clause to a small degree by playing a lot of sweepers and ways to control the board, allowing this to be a four-damage-a-turn clock that enables all of that.

Draft: 5
Sealed: 5

Play this in every single one of your decks, without exception. +4/+4 is a very nice set of stat boosts and when this is not boosting something it is becoming a 4/4 itself which is just fine.

Hot Soup

Constructed: 0

I think unblockability is pretty overrated in constructed but this has an equip cost of three which is quite steep for constructed already. Better ways exist to sneak your creatures through.

Draft: 3
Sealed: 3

Not every deck will want to take the gamble on this because they are a slow control deck with limited threats or what have you. This turns basically every creature into a threat and is very interesting to play against without a pinger in the set. If you have the chance at snagging one of these, I would suggest doing so because some decks simply cannot beat it (like blue/black).

Juggernaut

Constructed: 0.5

While I do not think the days of Juggernaut ruling constructed are ever coming back, because he is one of the limited artifact creatures available when convoke is around, he has a slim chance at being played.

Draft: 3.5
Sealed: 3.5

Juggernaut would prefer to be found in aggressive decks so that the choice of whether to take his damage or not is meaningful. When found in control decks you can usually take a hit or two and be totally fine to kill the Juggernaut at your leisure. Still fine in any deck, but best in those aggro ones.

Meteorite

Constructed: 0

There is not a deck that can afford to spend five mana on a mana rock, even with a shock attached. Gilded Lotus is incredibly powerful at five mana and saw little play just because of how risky basing a strategy around that slow of a mana enabler is. This gives you 1/3 of the mana return so it is probably not sparking any brews anytime soon.

Draft: 3
Sealed: 2.5

Having a colorless Shock is probably worth picking one of these up if you can find any use for the mana. Most decks are not looking to ramp to seven, but perhaps you need the fixing or having an artifact matters to you and then Meteorite doesn't look so bad.

Obelisk of Urd

Constructed: 3

I really enjoy what this does to Standard, especially from a designer standpoint. This is a card that, without pushing any one tribe, makes tribal a thing. People will try the strangest and most obscure tribal decks now that there is incentive to do so. No single goblin lord or merfolk lord could have had the same effect. It will be fun to see which tribe best abuses this.

Draft: ?
Sealed: ?

This question mark is quite different than the last one because it is up your discretion as to how good this. If you have eight humans and want to try this, by all means! It will not be great there, but it will do something. If you have 12 goblins and a few Goblin Token makers, then this is quite strong. "Spirit" is probably the ideal creature type be after.

Ornithopter

Constructed: 2.5

This little zero mana artifact has been doing unfair things since the days of chronicles. It turns out that there are ways to abuse zero mana spells, from Cranial Plating to the storm mechanic. Don't expect a lot of Standard play, but it might come up.

Draft: 1
Sealed: 1

While this is hardly a good card on its own, it contributes to a lot of internal synergies in the set. Whether you are adding one mana for a convoke cost or turning on your artifact matters cards, Ornithopter is surprisingly versatile. I would not play it without sufficient synergy though.

Perilous Vault

Constructed: 2

This is a pretty interesting take on the Disk / Oblivion Stone design. I like that it curves into itself that much better and has a pretty clear use. I think this should see some amount of play, although similar effects do exist in the format. Exiling things is pretty powerful should the Souls see any play as well.

Draft: 3.5
Sealed: 4

It is going to be correct for you to play this in basically any deck but it will not be correct for you to take it over everything else. You will need to weigh the pack with this every time, which is what you should be doing anyway, but the power level of this is very relative to how your deck can best use it.

Phyrexian Revoker

Constructed: 2.5

A fine hate bear that has seen play across every format and to good effect. Remember that this cannot hit lands so it does not answer Mutavault, which is a mistake I have seen far too many times. Chord of Calling should make this more playable as well.

Draft: 3
Sealed: 3

This is basically a Bronze Sable in combat effectiveness, which is something we already explained the merits of. However, locking an activated ability out can be as good as a removal spell much of the time as you are turning off a utility creature or an equipment of some sort.

Profane Memento

Constructed: 0.5

Seeing as how this is certainly not a limited card, it was definitely designed to do something fun in constructed. It is probably not a great use, but gaining life can be valuable against decks like Dredge potentially who are dumping their own deck into their yard and you just get to Reap the benefits.

Draft: 0.5
Sealed: 0.5

I honestly cannot think of a time I would run this that did not involve at least four copies of Ajani's Pridemate, but that is something!

Rogue's Gloves

Constructed: 1

These seem kind of neat to me but they are probably overcosted by one in either cmc or equip cost to be taken seriously in constructed. Still, giving a source of card advantage to colors that typically do not have one might be useful.

Draft: 3.5
Sealed: 3

This is going to go up in value with the more evasion you have but most colors have access to a lot. From intimidate in black and red to fliers in blue and white, this card can quickly turn into a personal Howling Mine and just take over a game.

Sacred Armory

Constructed: 0

I cannot imagine any non-infinite combo wanting to use this and even an infinite combo would only use this due to a lack of better options.

Draft: 2-3.5
Sealed: 2-3.5

This card is good in most decks as a way to cause chaos in combat and bluff a lot of attacks. However, its most important role comes as a two-drop artifact which is important for you blue and red creatures that care about such things. Obviously the activation on this is not the most efficient, but it will have a visible impact on combat for sure.

Scuttling Doom Engine

Constructed: 1

I feel like most decks casting a six mana creature are not all that interested in a Lava Axe to the face should they lose their gem, but I guess it's something. This is sure to get dealt with in the same way that the Souls do, which is unfortunate, but those are the breaks sometimes.

Draft: 5
Sealed: 5

This seems like the type of card you should first pick and enjoy. It is six mana which means it can certainly be stuck in your hand some games, but it has a big evasive ability, a giant body, and a payoff should it be killed, so it has to be one of the safer first picks you could make.

Shield of the Avatar

Constructed: 1

This seems like it would have some use against the likes of Pyroclasm or something, but that "two" next to the equip cost scares me a bit. This gives no stat boosts after all, making it almost purely a sideboard card unless you had something strange planned for it.

Draft: 3
Sealed: 3

This is a card that should disrupt combat quite a bit and protect your creature against any type of damage based removal which is nice. I am not sure how highly you should be taking this, but you should be playing it in most cases.

Soul of New Phyrexia

Constructed: 3

A colorless soul is a nice one to see because we get to watch just what decks want to abuse that free spell aspect of the card. Indestructibility to all of your permanents is not a small thing to have access to even at a hefty price tag of five mana. Untapping with this is a ton of pressure on the opponent. I am not sure of the best shell to run this although Chord of Calling probably has a place.

Draft: 5
Sealed: 5

Take this over everything and play it. It should be winning you most games on size alone but that activated ability is nigh uneatable by any deck not running white. Torch Fiend is still your enemy here, so be careful what you play this into!

Staff of the Death Magus
Staff of the Flame Magus
Staff of the Mind Magus