Other LSV Throne of Eldraine Set Reviews
Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.0: The best of the best. (Niv-Mizzet, Parun. Skarrgan Hellkite. Ethereal Absolution.)
4.5: Incredible bomb, but not unbeatable. (Thief of Sanity. Judith, the Scourge Diva. Experimental Frenzy.)
4.0: Good rare or top-tier uncommon. (Gate Colossus. Mortify. Biomancer’s Familiar.)
3.5: Top-tier common or solid uncommon. (Blade Juggler. Skewer the Critics. Skyknight Legionnaire.)
3.0: Good playable that basically always makes the cut. (Sauroform Hybrid. Watcher in the Mist. Wojek Bodyguard.)
2.5: Solid playable that rarely gets cut. (Ornery Goblin. Syndicate Messenger. Plague Wight.)
2.0: Good filler, but sometimes gets cut. (Radical Idea. Noxious Groodion. Ghor-Clan Wrecker.)
1.5: Filler. Gets cut about half the time. (Wall of Mist. Axebane Beast.)
1.0: Bad filler. Gets cut most of the time. (Feral Maaka. Knight of Sorrows. Prying Eyes.)
0.5: Very low-end playables and sideboard material. (Expose to Daylight. Persistent Petitioners.)
0.0: Completely unplayable. (Font of Agonies. One with Nothing.)
I’m happy playing this in any deck with 10-11 sources of a color, as it’s a fine play even a little bit off curve. In a deck that’s got a 9-8 split, I’d avoid it, but it’s worth working towards and adjusting your manabase.
I like the Walls in this set. They are both defensive and offensive, and thus serve a purpose even if you’re the aggressor. Crashing Drawbridge helps pressure the opponent nicely, and can play defense if needed.
Enchanted Carriage is both a flavor and gameplay win, as it gives you a lot of stats and multiple creatures. Even though this is a vehicle, it barely has a drawback, as it comes with its own crew.
This card is sweet, but don’t be too hasty. I’d want to either be super aggressive or have a lot of artifact/food synergies before this made the cut.
Golden Egg is a fairly low-cost card to put in your deck, and it helps smooth out draws, fix mana, and trigger artifact/food synergies. That’s enough for me, and it even helps out the draw-2 deck, making it a versatile enabler.
Limited: 1.0 // 2.0
In a mono-color deck, this is fine. In any deck with a split manabase, it’s basically unplayable.
I’d want 8+ creatures of the same color before I played this, and ideally even more. It’s a weird mix of mana accelerant/fixer and go-wide reward, so most decks aren’t going to want both effects.
I’d be lying if I said this was an impactful card, and the truth is that most games it won’t quite pull its weight.
Unless you really need a Knight in battered armor, or are criminally short on 2-drops, I’d leave this on the sidelines. I won’t call you a dummy for playing it, because that would be mean, but it really isn’t good.
As cool as I find the concept of gargoyles to be, this is too much mana to pump, and as such should not make the cut.
Limited: 1.0 // 3.0
I wonder what it’s like to be lucky? If you get this and 4+ adventures, you too can discover that, and it’s especially great with adventures that make tokens or kill creatures. This is a powerful build-around, and right now I’d be inclined to take it early.
Prophet of the Peak
If you need a six-drop, here you go. This is clunky enough that it’s not a high priority, but it does do its job.
Limited for People With Restraint: 1.5
I love me a Hexplate Golem, and this is like a bigger and better version. In reality, this isn’t abysmal, as it is a big closer if you’re completely lacking in such. Just watch out, as Blow Your House Down is a huge beating against this.
You’ll end up playing this most of the time, as it does get things dead. It is a little inefficient, and it sits on the board (so there are no surprises coming), but removal is removal.
Even though this looks like an artifact/enchantment payoff, it’s almost more of an enabler. You play this in decks looking to up your count of those cards, and get a side benefit of sometimes getting a 3/3 for 3.
I’d rather not play this in my deck, but it’s passable if you want a little color fixing and an extra artifact.
As amusing as it would be to assemble an army of brooms, this is too expensive to really be worth investing in.
Save this one for Constructed. I’d board this in against something like Garruk or Oko, but otherwise not.
I like when my mana rocks do extra things, and the Wheel is a great example. This fixes your mana early and starts tapping things down late, which I’m definitely in for.
Stonecoil Serpent is insane. It is undercosted at any point in the curve, except maybe as a 2/2 or 1/1, and it even has a bunch of extra abilities for your trouble. Plus, it’s colorless, so this will always make your deck.
These weapons don’t come cheap, and I’m not interested in paying four mana to slowly get three +1/+1 counters.
Unless you’re going super hard on the Food deck, this is not how you want to spend your resources.
All these castles provide a meaningful advantage out of a land, which is almost a 2 for 1 to start with (since the land functions as a mana source already). All of them are good early picks, and make your deck better without using a spell slot.
The same applies to these two, but their effects are a little weaker, so the grades go down.
These lands are all nice value-adds, and worth taking above similarly rated playables once you’re in their colors. You aren’t going to be short on cards, and once again, these get extra value into your deck.
You’ll always play this in a 2+ color deck, and it will make it a little bit more consistent. It’s not a high pick, but it’s a nice addition.,
I wouldn’t play this unless I had a ton of Knights, and even then it’s not great until you’re playing all 3 colors. It just acts as a colorless land for too many of your cards, which is a huge drawback.