Core 2020 Core 2020 Arena Core Set 2020 Draft Core Set 2020 Limited Core Set 2020 Limited Review Core Set 2020 Set Review lsv LSV LImited review Luis Scott-Vargas M20 magic arena MTG Arena

Core Set 2020 Limited Set Review: Gold, Artifacts and Lands

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Contents

Scores Scale

Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.zero: The perfect of the perfect. (Niv-Mizzet, Parun. Skarrgan Hellkite. Ethereal Absolution.)
four.5: Unimaginable bomb, however not unbeatable. (Thief of Sanity. Judith, the Scourge Diva. Experimental Frenzy.)
4.0: Good uncommon or top-tier uncommon. (Gate Colossus. Mortify. Biomancer’s Acquainted.)
3.5: Prime-tier widespread or strong unusual. (Blade Juggler. Skewer the Critics. Skyknight Legionnaire.)
Three.zero: Good playable that principally all the time makes the reduce. (Sauroform Hybrid. Watcher within the Mist. Wojek Bodyguard.)
2.5: Strong playable that not often gets minimize. (Ornery Goblin. Syndicate Messenger. Plague Wight.)
2.0: Good filler, but typically gets minimize. (Radical Concept. Noxious Groodion. Ghor-Clan Wrecker.)
1.5: Filler. Will get minimize about half the time. (Wall of Mist. Axebane Beast.)
1.zero: Dangerous filler. Will get reduce most of the time. (Feral Maaka. Knight of Sorrows. Prying Eyes.)
zero.5: Very low-end playables and sideboard materials. (Expose to Daylight. Persistent Petitioners.)
0.zero: Utterly unplayable. (Font of Agonies. One with Nothing.)

Corpse Knight

Corpse Knight

Limited: 3.zero

Corpse Knight is a strong beater that pressures the opponent even if it isn’t attacking, and provides tokens decks some additional reach. Think about how busted this might be as a 2/Three?

Creeping Trailblazer

Creeping Trailblazer

Limited: 3.zero // 3.5

By itself, Creeping Trailblazer is a superb card. Its pump potential provides it a minimal of +1/+1, and it’s a 2-drop that can grow a bit of later. The place it will get actually good is within the heavy Elemental deck, because it each pumps different Elementals and turns into an enormous menace itself, making it a card I’m pleased speculating on early.

Empyrean Eagle

Empyrean Eagle

Limited: Three.5

Empyrean Eagle is one of the best cause to be U/W Fliers, as it’s an efficient beater that may present a number of stats if it sticks round. This is exactly what the fliers deck needs to be doing, and I’d take this as an indication that the deck is an effective place to be.

Ironroot Warlord

Ironroot Warlord

Limited: Three.5

You don’t have to be a token deck for the Warlord to be nice, as it’s going to be lots giant even without making an attempt. The activated capacity is good too, as it’s a fallback should you ever run out of things to do. I like Ironroot Warlord, and can be pleased splashing it.

Kaalia, Zenith Seeker

Kaalia, Zenith Seeker

Limited: 1.0 // 2.0

This applies to all the 3-color legends:

The casting prices listed here are troublesome sufficient that you would be able to’t consider the cards as if they are a 3-mana 3/Three flier or a Three-mana Three/four. You want to play these around turn 5-6 (or later), so any which might be effectively costed (like Kaalia) lose loads of their luster. They’re also risky early picks, and just a few are value jumping into without understanding where you will end up.

On to Kaalia. I don’t imagine you’ll have most of the varieties she seeks, which makes me pretty low on her. She’s onerous to forged, actually just a Three/3 flying vigilance creature, and not value splashing until your fixing is superior.

Kethis, the Hidden Hand

Kethis, the Hidden Hand

Limited: 1.zero

Like Kaalia, I wouldn’t play Kethis until you had good Three-color mana, which isn’t probably. His capacity is actually blank in Limited.

Kykar, Wind’s Fury

Kykar, Wind's Fury

Limited: 3.0

Kykar, however, offers loads of value if it lives, and observe that it triggers off any noncreature spell, not simply instants or sorceries. That makes this a strong enough card to splash in blue-red or white-blue, and a strong build-around.

Lightning Stormkin

Lightning Stormkin

Limited: 3.5

BZZZT. Stormkin comes down early and hits immediately, making it a good way to strain the opponent and a card that may typically deal 6-8 injury with out hassle. Plus, it’s even an Elemental, which blue-red is a fan of.

Moldervine Reclamation

Moldervine Reclamation

Limited: 1.5 // Three.5

In a sluggish deck or one without creatures, I’d depart this to the mould. In a deck with numerous creatures and token-making, plus perhaps a number of sacrifice retailers, it becomes a dominating card. It provides you a whole gameplan by itself, and makes the opponent have to leap by means of hoops to make good assaults.

Ogre Siegebreaker

Ogre Siegebreaker

Limited: Three.0

Ogre Siegebreaker doesn’t really feel like a gold signpost unusual to me, however it’s a card I’m high-quality enjoying if I’m purple/black. The power is dear, and you often traded a card already to get injury on their creatures, so it’s not such as you’re going to run away with the sport. The stats are fantastic, and finally what makes this playable.

Omnath, Locus of the Roil

Omnath, Locus of the Roil

Limited: 4.0

Omnath is a implausible splash card. It’s in a Three-color archetype that has a ton of help, and has two very powerful talents. It’ll typically eat something when it comes down, and getting counters plus making lands 8+ cycle is insane. Omanth is making waves in Constructed and is something I’d be very completely satisfied choosing early in Limited.

Risen Reef

Risen Reef

Limited: Three.5

I really like Risen Reef, as does everyone else. It’s simply so fun, and extraordinarily powerful in addition. I’d look to maximize my variety of Elementals, especially with cards that make multiple tokens, however I’m also simply enjoying this in any blue-green deck as a worth creature.

Skyknight Vanguard

Skyknight Vanguard

Limited: Three.0

While Skyknight Vanguard might get via more often than not, the Soldier coming in attacking is usually an obstacle. Until you’ve a number of removing or tips, the opponent will often eat the Soldier totally free, making this a strong however inconsistent card.

Tomebound Lich

Tomebound Lich

Limited: Three.5

This will love books greater than I do, and I really like books. Tomebound Lich is a superb play at any stage of the sport, as it cycles by means of your playing cards (including one instantly) and can take down anything in fight.

Yarok, the Desecrated

Yarok, the Desecrated

Limited: 3.zero

Yarok is an honest splash, as a 3/5 with deathtouch and lifelink has a huge impact on the board. If your mana is sweet sufficient (3+ free sources), I’d play Yarok without any ETB talents, and after you have a couple good creatures with ETB talents, Yarok’s value goes up meaningfully.

Artifacts

Anvilwrought Raptor

Anvilwrought Raptor

Limited: 1.5

Very similar to 2019 Josh Utter-Leyton, Anvilwrought Raptor can win video games however isn’t my first decide. It will get a bit of mileage from the flier build-arounds, however is dear sufficient that I’d default to not enjoying it.

Bag of Holding

Bag of Holding

Limited: Three.zero

Taste: 5.0

Bag of Holding is insanely good taste, because it’s the right top-down from the Dungeons and Dragons merchandise of the identical identify. This can be a good approach to grind out an extended recreation, and typically even protects you towards Mind Rot or Duress. Bag of Holding is reasonable enough that I’d even play it in fast decks, as it’s a advantageous fallback plan for when you should shut out the game.

Colossus Hammer

Colossus Hammer

Limited: 0.5

Colossus Hammer is super expensive, and as an alternative of granting evasion it truly removes it. That makes me wary about enjoying it, and would only play this if I had multiple Renowned Weaponsmiths to pay for the fee.

Diamond Knight

Diamond Knight

Limited: 1.5

In case your deck is about 2/3 of the identical shade, Diamond Knight is a advantageous choice. It takes two spells to interrupt even and three to get a bonus, making it a poor topdeck and general a card I’m not trying to guess on.

Diviner’s Lockbox

Diviner's Lockbox

Limited: 0.0

Paying five mana to draw three playing cards is passable, however not thrilling, and that is a lot worse than that. Maintain the field closed, it doesn’t matter what combos you might have with it.

Golos, Tireless Pilgrim

Golos, Tireless Pilgrim

Limited: 3.5

I like Golos as an early decide. It’s massive and provides you an additional land, and that land doesn’t even should be a primary. It additionally pushes you in the direction of a 3-color deck, and once you’re there, I don’t mind enjoying an additional primary / dual so as to be able to produce all five colours. For those who activate Golos, you will win the sport in very brief order.

Grafdigger’s Cage

Grafdigger's Cage

Limited: 0.zero

This stops perhaps 2-Three cards in your complete set, if that. Do not play it.

Heart-Piercer Bow

Heart-Piercer Bow

Limited: 1.zero

I principally just like the Bow as a sideboard card towards 1-toughness creatures, though it good points a bit of utility from Famend Weaponsmith. Notice that the templating is weird, and that is sadly not a combo with deathtouch creatures.

Icon of Ancestry

Icon of Ancestry

Limited: 1.0 // 3.zero

Upon getting 6-7 creatures of the same time (probably Elementals), Icon turns into playable. The dig capacity helps so much, because it provides you one thing to do if you stall out, and in fact combines properly with the pump potential.

Manifold Key

Manifold Key

Limited: 0.5

One of the best use for this (in addition to untapping Time Vault) is as a sideboard card in a matchup where the board stalls out. That’s thin, and I wouldn’t look for this to be the key in most games.

Marauder’s Axe

Marauder's Axe

Limited: 1.5

In a low-curve deck with token era or fliers, Marauder’s Axe can do some actual injury. I’d principally keep away from it, but it could overperform if in case you have sufficient dorks that both have evasion or you don’t care if they die.

Meteor Golem

Meteor Golem

Limited: Three.zero

At seven, this can be a little expensive, nevertheless it goes a great distance in the direction of stabilizing the board as soon as it hits. It’s additionally colorless, and a wonderful early decide in consequence. I particularly prefer it in black decks with Soul Salvage effects.

Mystic Forge

Mystic Forge

Limited: zero.zero

There isn’t a means you’ll assemble enough colorless cards to make this do anything, so I’d simply forge(t) it.

Pattern Matcher

Pattern Matcher

Limited: 3.zero

With even one set of doubles, I’d play Sample Matcher, as a result of the upside is real. After you have 2-3 pairs to go get, this becomes very sweet, though I’m concerned about what it’s doing with that rabbit.

Prismite

Prismite

Limited: 1.0

This was mediocre in WAR and I anticipate it to be about the same here, despite the overall power degree being a bit lower.

Retributive Wand

Retributive Wand

Limited: 1.0

I principally am trying to sideboard the Wand in towards decks which might be weak to it, because it’s somewhat too sluggish of a card to play maindeck.

Salvager of Break

Salvager of Ruin

Limited: 1.5

I’ll depart the Teshar combos to Matt Nass, and attempt and keep away from enjoying this in my Limited decks. At greatest, this trades 1-for-1, however it needs to be in play the flip your good thing dies, which is a bit slender.

Scuttlemutt

Scuttlemutt

Limited: 3.0

Changing colors is cute in a land of shade hosers, and Scuttlemutt pays for itself by tapping for mana. When you’re two colours and don’t have any combos, its fantastic to go away this on the bench, but I’d be completely satisfied enjoying virtually all the time.

Steel Overseer

Steel Overseer

Limited: 3.zero

Even if this isn’t the menace that it is in Trendy, Steel Overseer is a 2-drop that grows itself very rapidly. That’s value enjoying, and I don’t mind taking this early.

Stone Golem

Stone Golem

Limited: 1.zero

When you want a random beater, this principally does the trick, though I’d be unhappy if I needed to play this.

Vial of Dragonfire

Vial of Dragonfire

Limited: 1.5

Like Coronary heart-Piercer Bow, this will get carried by the Weaponsmith greater than on its own deserves, and I principally prefer it as a sideboard card towards fliers.

Limited: 3.zero

All of these lands are good additions to any 2-color deck, and make splashing a 3rd colour a lot easier. I are likely to take them slightly greater than average playables, but underneath something premium.

Cryptic Caves

Cryptic Caves

Limited: Three.zero

In case your deck can afford a colorless land, I’d be comfortable to play Cryptic Caves. Biking from play is sweet flexibility, and may also help forestall flood.

Evolving Wilds

Evolving Wilds

Limited: Three.zero

That is about the same as the achieve life lands, although it’s better earlier in the draft because of flexibility.

Area of the Lifeless

Field of the Dead

Limited: 0.zero

I don’t see how you’re pulling this off in Limited, although it will be cute in the event you did.

Lotus Area

Lotus Field

Limited: 2.0

In a Three-color deck, this is nonetheless value enjoying, although the danger of damage is larger than I’d like (drawing this plus one normal land).

Temples

Limited: 3.5

Scry 1 is an actual benefit, and I’d take these Temples aggressively. They are uncommon, so it doesn’t come up a ton, but treat them like real playables (and play them even when half on colour).