Previous Ravnica Allegiance Reviews

Limited:

Blue | Black | Red | Green | Azorius | Gruul | Orzhov | Simic | Rakdos

Guilds of Ravnica Set Reviews (Click to Expand)

Limited:

White | Blue | Black | Red | Green | Boros | Dimir | Golgari | Izzet | Selesnya | Artifacts, Lands, and Guild Ranking

Constructed:

White | Blue | Black | Red | Green | Boros | Dimir | Golgari | Izzet | Selesnya

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Ratings Scale

Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.0: The best of the best. (Bolas’s Clutches. Icy Manipulator. Lyra Dawnbringer.)
4.5: Incredible bomb, but not unbeatable. (Josu Vess, Lich Knight. Tatyova, Benthic Druid. Slimefoot the Stowaway.)
4.0: Good rare or top-tier uncommon. (Cast Down. Time of Ice. Adeliz, the Cinder Wind.)
3.5: Top-tier common or solid uncommon. (Vicious Offering. Blessed Light. Shivan Fire.)
3.0: Good playable that basically always makes the cut. (Cloudreader Sphinx. Caligo Skin-Witch. Grow from the Ashes.)
2.5: Solid playable that rarely gets cut. (Fungal Infection. Academy Journeymage. Mammoth Spider.)
2.0: Good filler, but sometimes gets cut. (Krosan Druid. Soul Salvage. Ghitu Journeymage.)
1.5: Filler. Gets cut about half the time. (Relic Runner. Ancient Animus. Deep Freeze.)
1.0: Bad filler. Gets cut most of the time. (Divest. Homarid Explorer. Arbor Armament.)
0.5: Very low-end playables and sideboard material. (Rescue. Cabal Evangel. Drudge Sentinel.)
0.0: Completely unplayable. (Kamahl’s Druidic Vow. One with Nothing.)

Angelic Exaltation

Angelic Exaltation

Limited: 3.0

This one is a little hard to nail down because I’m not sure what the average Azorius/Orzhov deck will look like, but it’s a powerful effect if you have 14+ creatures in your deck. If you can get +3/+3, the card is quite strong, and it’s not that hard to imagine getting there.

Angel of Grace

Angel of Grace

Limited: 4.5

It doesn’t get much better than this. Not only is this a huge flash flyer that is cheap and great at ambushing, it can also save you in even the most dire situations. You could take a lot away from this card and it would still be great, which is a sign of a true bomb. If you draw this early, you can pick off an attacker and start smashing the opponent. Later in the game, it saves you from lethal, and you may even want to trade this off (or chump) so that you can go back up to 10 on your next turn. This is a great card, and one that does well in almost any situation.

Archway Angel

Archway Angel

Limited: 1.0 // 3.0

This is a build-around for sure, as you need to gain 4+ life before it’s worth paying 6 for a 3/4 flyer. I’m excited about the Gate deck, as it looks like it’s getting a lot of solid payoffs this time around.

Arrester’s Zeal

Limited: 2.5

I like Arrester’s Zeal quite a bit. 1 mana for a +2/+2 is usually a solid playable, and giving it potential as a finisher really pushes this over the top. The only thing that quenches my zeal a little is that both Azorius and Orzhov have some defensive aspects to them, which makes combat tricks a bit less appealing. Still, the rate on this is quite good, and I suspect it’ll be a card you’re happy to play.

Bring to Trial

Limited: 2.5

Sealed: 3.0+

At 3 mana I’m likely to main deck the first copy of this almost every time. You won’t want to run multiples unless the format features a ton of gigantic monsters. I would run as many as you have in Sealed, though.

Civic Stalwart

Limited: 2.5

The floor on this is pretty high—it’s a 3/3 for 4, which is at least a card. In the best case scenario, it leads to a ton of damage, both via the extra power and the fact that it enables your 2/2s to attack into 3/3s. The more aggressive you are, the better this gets, but it’s a fine playable in your average midrange deck too. It is very important to have a curve to maximize this, so focus on getting good 2s and 3s if you have a couple of Stalwarts.

Concordia Pegasus

Limited: 2.5

The 2-mana 1/3 flyer is a classic, and tends to be better than it looks. I’m usually in for the first of these, and even two of them are solid if your curve needs to be lower. It just happens that these stats and cost are a good combination, and with all the 1/1 flyers from afterlife, this could be even better than normal.

Expose to Daylight

Limited: 1.0

Sealed: 3.0

As usual, I like sideboarding disenchants in Draft and main decking them in Sealed. This is no different, so I’d recommend choosing wisely when to expose yourself.

Forbidding Spirit

Forbidding Spirit

Limited: 3.0

In a close race this will often gain you a good amount of life (or force the opponent to take a turn off of playing spells). That’s good text on a 3/3 for 3, making this a solid addition to any white deck, whether it’s aggressive or controlling.

Haazda Officer

Limited: 1.5

I’m not a huge fan of 3/2s for 3, as they trade down in combat too often for my liking. Pumping a creature makes this a little more appealing, but it’s still not enough to make it more than a filler.

Hero of Precinct One

Hero of Precinct One

Limited: 3.5

It’s funny that a lowly Precinct Captain beats a Hero, but I’m still happy to play this whenever I can get it. It won’t be hard to make a couple of tokens over the course of the game, and once you get the first one you are already profiting well. This does lend itself to an aggressive deck, but even in a control deck it’s going to be a solid performer, as you can use it to generate a stream of chump blockers.

Impassioned Orator

Limited: 2.5

There are a lot of good bears in this set, and this one is giving out free hugs. You don’t need a token or life gain theme to run this—as long as you have a decent amount of creatures you’ll be happy.

Justiciar’s Portal

Limited: 2.0

The value on this goes up dramatically when you have good enters-the-battlefield effects on your creatures, and it’s a solid counter to removal as well. I’m a little less excited about trying to ambush enemy creatures with it, as a lot can go wrong and first strike is not always enough to win a combat.

Knight of Sorrows

Limited: 2.0

To my great sorrow, you can only play so many 5-drops in your deck. That said, this is a good one, as it will often trade off and net you a 1/1 in the process. It’s also a nice last-ditch defender, as it can step in front of two huge monsters and buy you a ton of time.

Lumbering Battlement

Lumbering Battlement

Limited: 4.0

Flavor: 5.0

This card is awesome in both form and function. It’s an enormous beast for 5 mana, and if the opponent does kill it, you might get some nice ETB triggers. The biggest risk with this is a Pacifism effect, as you lose the Battlement and all of its passengers.

Ministrant of Obligation

Ministrant of Obligation

Limited: 3.5

I really like this card. I’m not obliged to like everything that provides card advantage, but I do like this one. It trades off and leaves you with a substantial board presence, and combines nicely with sacrifice effects if your opponent isn’t cooperating to kill it.

Prowling Caracal

Limited: 1.5

In a world of 1/1 flyers, a 3/1 seems particularly poorly-positioned. We all knew cats were worse than dogs, and in this set, they are worse than bears too.

Rally to Battle

Rally to Battle

Limited: 2.5 // 3.5

In a creature-heavy deck, this has a very high ceiling. When it’s good, it will often be great, as you can easily get a 2- or 3-for-1 in combat. It’s pretty sweet that attacking with everything is hard to punish, since the opponent can’t even attack back without getting ambushed. The average deck will play this, and aggressive decks full of creatures will rally love it.

Resolute Watchdog

Limited: 3.0

This is a really good dog. It defends you early, and defends any of your creatures late. It’s a potent on-board trick that really makes your best creatures better—it ensures they survive through most dangers.

Sentinel’s Mark

Sentinel's Mark

Limited: 3.5

Sentinel’s Mark is an extremely punishing trick. If you land it and win a combat, having a +1/+2 and vigilance left over is huge. It also gives you the option of mainphasing it for a big life swing, and the two options together make a potent card indeed. Mark my words—this is the real deal.

Sky Tether

Limited: 3.0

Ground-based attack decks won’t want this, but everyone else will (control decks and flyer decks most prominently). It’s an efficient way to stop an attacker, and losing flying adds some nice flavor and a real gameplay advantage.

Smothering Tithe

Smothering Tithe

Limited: 1.0

Even if this was just “make a Treasure per turn,” I wouldn’t be a big fan, and this is largely worse. Yes, it’s a little better against someone drawing a lot of extra cards, but that’s going to come up less than the opponent deciding they can just pay for it.

Spirit of the Spires

Spirit of the Spires

Limited: 3.5

A good-rate flyer that makes your other flyers better is an effect I’m always in for, and this is especially good because it slots well into both Azorius and Orzhov.

Summary Judgment

Limited: 3.0

This is a defensive removal spell, but it’s cheap enough and effective enough that I don’t see cutting it unless your deck is both very aggressive and has no flyers. We’ll get a better picture later, but my summary judgment is that this is a good card.

Syndicate Messenger

Limited: 3.0

It’s all about sending a message, and afterlife on ensures that something is getting through. This gives you just enough stats to make it worth it, and I wouldn’t cut Syndicate Messenger unless I had a ton of playables.

Tenth District Veteran

Limited: 1.5

Everyone from the 10th District really needs to step up their game. The Guard was bad in Guilds of Ravnica, and the Veteran here isn’t much better. Untapping your own creatures during your attack step isn’t that valuable, and a 2/3 for 3 is not a good set of stats.

Tithe Taker

Tithe Taker

Limited: 3.0

In Draft, the fancy lines of text here won’t come up all that much, but a 2/1 afterlife 1 for 2 mana is a great deal. Plus, every now and then this will make combat tricks or removal hard for your opponent to cast, which is just gravy.

Twilight Panther

Limited: 2.0

This is essentially a gold card, and a solid one at that. It’s at its best against Gruul and Simic, but will do decent defensive work in most matchups.

Unbreakable Formation

Unbreakable Formation

Limited: 3.5

While this isn’t broken, it’s quite strong. It’s almost always going to be cast with the addendum bonus, but in a pinch can be used to save your team. Giving your whole squad a permanent +1/+1 bonus and getting a risk-free attack is huge, making this a great card in any creature-heavy deck.

Watchful Giant

Limited: 1.5

While this is a fine deal for 6 mana, there just isn’t a pressing need to pick 6-drops early, and I suspect this will be pretty replaceable. I still like one at the top of the curve, so if you’re lacking you can bump up the rating later in the Draft.

Top 3 White Commons

3. Bring to Trial
2. Syndicate Messenger
1. Summary Judgment

I wouldn’t be surprised if Arrester’s Zeal ended up edging out Bring to Trial, but that’ll depend on how aggressive white decks end up being. These are solid cards, no more, and nothing from white makes me want to jump in (at common, at least).