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Streets of New Capenna Limited Set Review: Multicolor

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We have made it to the final article! Today we will be looking at the multicolor cards, and in a three color / wedge set these cards tend to be the most exciting. Let's check them out!

This article is the last of four, and in it I will be evaluating every multicolored card - scoring them on a scale of 1-5. These ratings are purely based on Limited formats and have no bearing on Constructed play. I would also like to note these ratings are based on how I believe the card will perform in an AVERAGE Sealed or Draft deck. Often this means a lower score for cards with great potential in a highly synergistic deck.

Rating - Explanation

1- Ideally not making the cut in any of my Limited decks.

2- Not good, but a necessity for curve filling and smoothing out draws.

3- Value cards I am happy to fill my deck with.

4- Cards to get excited about and Premium Removal.

5- Reserved for cards that will win the game if left unanswered.

Multicolor

Aven Heartstabber
Aven Heartstabber - 3.5 - Almost all of the Dimir cards in the format want to get five different mana values into the graveyard, so turning this into a 2-mana 3/3 flier is not out of the question. Curve filling creatures that get better with synergy are always nice to have access to.
Black Market Tycoon
Black Market Tycoon - 3.5 - Black Market Tycoon is a great 2-drop. Getting to fix and ramp each turn can be huge in the early game. When played on turn two you will always outpace the opponent. This also fits well with any treasure / token synergy you may have like Jinnie Fay, Jetmir's Second or Stimulus Package.
Body Dropper
Body Dropper - 3 - There are a number of reasons you might want to sacrifice a creature, and getting a bonus counter on Body Dropper each time is huge. Each time a blitz creature or casualty ability is played Body Dropper will get more and more out of hand. This bear has a lot of upside and synergizes well with everything Rakdos is trying to do.
Brazen Upstart
Brazen Upstart - 2.5 - This Cabaretti signpost uncommon is a little underwhelming. It certainly offers decent value, but it is hard to cast early and its ability can very well miss. Normally signpost uncommons are very exciting and that is simply not the case here.
Brokers Ascendancy
Brokers Ascendancy - 4 - Brokers decks will typically have a lot of creatures. Getting to go 2-drop, 3-drop, Ascendancy will make you almost unbeatable. If the deck has under 12 creatures I would be a lot less interested in playing this particular Ascendancy, but it is powerful.
Brokers Charm
Brokers Charm - 3.5 - Removal and card draw are two of the best abilities to have access too, and Brokers Charm gives you both. This is likely one of the better cards in this charm cycle and it goes well in any deck.
Cabaretti Ascendancy
Cabaretti Ascendancy - 3 - Cabaretti Ascendancy might not have an immediate impact on the board like Brokers Ascendancy but it does offer continuous card advantage over the course of the game. Getting to draw extra creatures or discard extra lands from the top of the deck is game changing.
Cabaretti Charm
Cabaretti Charm - 3.5 - Each mode on Cabaretti Charm is playable. This is by far one of the most flexible chams in the format.
Celestial Regulator
Celestial Regulator - 3 - There are fewer +1/+1 counters in the format that we typically see, so this will trigger largely on shield counters. At the end of the day, a 2/3 flier for 3 mana is playable without any of the other text.
Ceremonial Groundbreaker
Ceremonial Groundbreaker - 3 - Ceremonial Groundbreaker plays a lot better than it looks. Even without Citizens in the deck this is still worth playing. The trample ability is amazing with cards like Freelance Muscle. Any Selesnya deck is going to be creature heavy, and this is exactly what those decks want for a little extra oomph.
Civil Servant
Civil Servant - 3 - The more I play with Civil Servant the more I like it. This well above rate creature helps slow more aggressive decks, and can easily put you ahead in any race. This is a powerful common to be sure.
Cormela, Glamour Thief
Cormela, Glamour Thief - 2.5 - The power of conditional ramp is always super context dependent. Cormela having haste helps to allow you to double spell if your second spell is an instant or sorcery, its stats are reasonable on its own, and it is in the right colors to be able to get back either an impactful removal or burn spell from the graveyard when this dies.
Corpse Appraiser
Corpse Appraiser - 3 - Won't really play like a 3-drop since it is difficult to cast on turn three...but you don't really want to in order to make sure you get full value for its ability. It can target a creature in either graveyard, making it more consistent, and it should replace itself most of the time. Reminds me a lot of Organ Hoarder, and we know how good that card was in Midnight Hunt despite costing 1 more and having 1 less toughness.
Corpse Explosion
Corpse Explosion - 3.5 - A conditional board wrath that requires some work to setup, Corpse Explosion can miss some opposing threats you want to deal with at times. However, it can also sometimes play out to your advantage as you can choose a damage number that hurts your opponent more.
Crew Captain
Crew Captain - 2.5 - This fits perfectly in the aggressive Riveteers deck as it will get a free attack the turn it comes into play. It can often lose impact as the game goes on as its 2 toughness is a significant weakness. Great in decks with lots of removal or combat tricks.
Darling of the Masses
Darling of the Masses - 3.5 - A fantastic lord for Selesnya Citizen decks, Darling of the Masses, is exactly what you want in a deck looking to flood the board. It won't always be able to turn sideways to generate a lot of tokens, but if you can make one you've got good value even without any other Citizens on the board.
Disciplined Duelist
Disciplined Duelist - 2.5 - Disciplined Duelist feels a little underwhelming in a format without a lot of +1/+1 counters or very strong equipment. It is a citizen, and double strike plays well with the shield counter it comes into play with, but this feels like it will often be unimpressive by the time you have the three colors of mana to cast it. If you can curve out with this on the play however, it can be a beating.
Endless Detour
Endless Detour - 2.5 - A flexible bounce spell that can also hit spells on the stack or cards in a graveyard, Endless Detour will see play in any deck that can cast it, but is not a bomb by any means.
Evelyn, the Covetous
Evelyn, the Covetous - 4 - The hybrid mana in Evelyn's casting cost makes this very easy to cast as long as you're in Black and one other of the relevant colors. 5 mana for a 2/5 flash is solid on its own and being able to play this at the end of your opponent's turn means you can untap and play one of the two exiled cards right away for some immediate card advantage.
Exotic Pets
Exotic Pets - 3 - These unblockable fish tokens feel like they are going to be more irritating to opponents than you might expect. 3 mana for two 1/1s at instant speed is not exciting but being unblockable is. These might be one of the cutest tokens in the game.
Falco Spara, Pactweaver
Falco Spara, Pactweaver - 4.5 - I'm excited about a four-mana 3/3 flying trampler to begin with. Getting free information by getting to look at the top card of your library is a small bonus. It comes with a shield counter so you can get to cast at least one spell off the top of your library without any other help. An efficient threat that has the built in ability to replace itself sounds exactly like something I want to start my draft with.
Fatal Grudge
Fatal Grudge - 2 - Extremely conditional removal as you have to have something of the right type to sacrifice, and hope that they can't sacrifice something less important than the target you want to hit. It does replace itself so this is playable if you have a lot of tokens or are desperate for removal.
Fleetfoot Dancer
Fleetfoot Dancer - 3.5 - 4 mana for a 4/4 with three good keywords...what's not to like about this?
Forge Boss
Forge Boss - 2.5 - In the right deck full of blitz creatures, this is a threat that has to be dealt with as the triggers will add up quickly. In most decks, this is a 4 mana 3/4 that might do a couple damage...which is still fine, but not exciting.
Glamorous Outlaw
Glamorous Outlaw - 3 - This whole cycle of mana fixing creatures is great. They can even be used as two-color fixers because they can cast themselves for the 3rd color. I expect these to see a lot of play. Scry 2 late in the game when you already have 6 mana can often be significant value to get rid of lands and 5 toughness is a big number in this format.
Hostile Takeover
Hostile Takeover - 3 - Another conditional board wrath, but one that has a built in ability to save one of your own creatures and kill one of your opponent's bigger threats. It should be very easy to set up a board state where you take out most or all of their board and keep around your best threat.
Incandescent Aria
Incandescent Aria - 3 - Yet another conditional wrath, this one is more straightforward. Three damage across the board, except to tokens...and this is in the Cabretti colors, where a lot of the Citizen tokens live. Board this out against token decks but a solid effect against everything else.
Jetmir's Fixer
Jetmir's Fixer - 2.5 - A slightly hard to cast bear with some upside if you have a lot of treasure generation...and Gruul is where treasures live in this format.
Jetmir, Nexus of Revels
Jetmir, Nexus of Revels - 4 - Cabretti wants to go wide and boy does this reward that. Having three or more creatures should be pretty trivial for this family and getting to six won't be hard in the more token heavy versions. With no other creatures this is still great as a 5/4 for four and it easily turns insignificant bodies into threats once its abilities start kicking in.
Jinnie Fay, Jetmir's Second
Jinnie Fay, Jetmir's Second - 4 - An easy to cast 3/3 that upgrades almost every token that exists in the set...in the colors that produce Citizens and Treasures...sign me up. Being able to turn treasure tokens into threats, especially late in the game when you may not need the mana, is huge value.
Lagrella, the Magpie
Lagrella, the Magpie - 3.5 - A lot of rules text on this card all to say: exile up to one creature per player until this leaves the battlefield, and your own creature gets 2 +1/+1 counters when it comes back. These Banisher Priest effects are always great in Limited and this one can free one of your creatures from a lockdown enchantment or retrigger an ETB effect at no extra cost.
Lord Xander, the Collector
Lord Xander, the Collector - 4.5 - This has to be one of the cards with the highest upside in the set. It is expensive but is a big body that takes out half of the opponent's hand when it enters the battlefield, can't be chumped infinitely because of the mill ability, and, if killed, makes them sacrifice things. Sure, there will be times where this gets exiled or they have one or no cards in hand when you cast it, but there will be plenty of times where this just wins the game.
Maestros Ascendancy
Maestros Ascendancy - 2 - This is probably the weakest Ascendancy as it requires a really specific set of cards to generate any real value. If you have a lot of tokens and a lot of good spells then maybe this is worth it, but even then I'm probably staying away.
Maestros Charm
Maestros Charm - 3.5 - This probably gets cast for the 5 damage ability 75% of the time but even if that was the only mode, it would be great as an efficient removal spell. The other modes will have value in certain situations by digging for a specific card or providing some reach to finish off an opponent.
Maestros Diabolist
Maestros Diabolist - 3.5 - 1/4 is a great set of stats for a deathtoucher as it makes it very hard for your opponent to ever attack into this, and if they do manage to find something to trade with it, you are probably winning on the mana exchange. This will likely be able to make a Devil the turn it comes into play and those tokens are more threatening than they seem.
Masked Bandits
Masked Bandits - 3 - This whole cycle of mana fixing creatures is great. They can even be used as two-color fixers because they can cast themselves for the 3rd color. I expect these to see a lot of play. A 5/5 menace with vigilance is no joke and is great on both offense and defense.
Meeting of the Five
Meeting of the Five - 1 - Almost every set has a five-color mythic and they are almost always not worth building around. Meeting of the Five is no exception. Unplayable in Limited.
Metropolis Angel
Metropolis Angel - 3.5 - 4 mana for a 3/1 flier is a little over rate but still a decent threat. However, if you can get just one card out of the ability on Metropolis Angel you have gotten a great deal...and this is in the color pair focused on shield counters.
Mr. Orfeo, the Boulder
Mr. Orfeo, the Boulder - 3.5 - This card is definitely overpriced for its stats, definitely at three-colors, but it attacks as a 4/4 and unlike a lot of attack triggers, it doesn't require Mr. Orfeo to get in the red zone himself. He can sit there like a rock...get it?...while one other creature gets to attack and double its power each turn.
Nimble Larcenist
Nimble Larcenist - 3.5 - Wind Drake is a decent playable as a 3 mana 2/2 and while the stats on this are worse, it will get a free card out of your opponent's hand most of the time...and at minimum will get you some free information.
Ob Nixilis, the Adversary
Ob Nixilis, the Adversary - 5 - Like many planeswalkers, just a bomb mythic. Devil tokens are good value and even sacrificing a 1 power creature gives your opponent two planeswalkers to deal with and double activations for the first turn.
Obscura Ascendancy
Obscura Ascendancy - 1 - Way too restrictive to be playable in Limited. The need to have a 1 mana spell to play after your three-mana enchantment to get the chain started makes this a non-starter in Limited.
Obscura Charm
Obscura Charm - 3.5 - Another charm where the removal mode is going to be by far the most common one used, the other modes are useful as well. There are a lot of strong multicolored permanents worth getting back and Dimir has some self-mill to fill your yard with more targets.
Obscura Interceptor
Obscura Interceptor - 3 - Everything about this card provides value. Flash lets you ambush something if you don't need the connive Remand trigger. The trigger helps you win a tempo battle and lifelink is great in a race.
Ognis, the Dragon's Lash
Ognis, the Dragon's Lash - 3 - The Riveteers are all about attacking and tons of creatures in those colors have haste naturally...or via Blitz. It is easy to cast with its hybrid mana cost and will frequently create a treasure the turn it comes into play.
Park Heights Pegasus
Park Heights Pegasus - 3.5 - An aggressively costed flier with trample seems great on its own and getting a single trigger off of this to draw a card would make this fantastic value. Selesnya decks will want to be making citizen tokens and going wide, making this not overly difficult to trigger.
Queza, Augur of Agonies
Queza, Augur of Agonies - 3.5 - An amazing Obscura card, this drains on every draw step as well as every connive trigger meaning that it gets significant value even without a single dedicated card draw spell. It also provides a solid body as a 3/4 for 4 mana.
Raffine, Scheming Seer
Raffine, Scheming Seer - 4 - This Obscura mythic is another bomb. 3 mana for a 1/4 flier with ward is good but getting to connive on every attack is exactly what Obscura wants to be doing. This can enable good attacks on the ground by attacking with another creature and letting that get connive 2 while the flier goes uncontested.
Rakish Revelers
Rakish Revelers - 3 - This whole cycle of mana fixing creatures is great. They can even be used as two-color fixers because they can cast themselves for the 3rd color. I expect these to see a lot of play. 6/4 worth of stats over two bodies for 5 mana is a good deal on its own and the token is a relevant creature type.
Rigo, Streetwise Mentor
Rigo, Streetwise Mentor - 3.5 - This Brokers card needs some help but if you have the right pieces it can dominate a game. This may often trigger by sending in a Citizen to its doom to get a card but is fantastic with the 1/1 unblockable fish tokens in the set. Look for cards like Expendable Lackey to pair with Rigo.
Riveteers Ascendancy
Riveteers Ascendancy - 1 / 3.5 - Unlike the other Ascendancies this one requires a lot more synergy to get going. The average deck will not have enough sacrifice options to make this worth playing. With 10+ casualty and blitz creatures this starts to become a viable option.
Riveteers Charm
Riveteers Charm - 3.5 - Like most of the charms, the removal option will be the most common one and even though it is a sacrifice effect it will get their most expensive creature making it better than most edicts. The other modes will occasionally get chosen, mostly the exile top three of your library ability to get some card advantage.
Rocco, Cabaretti Caterer
Rocco, Cabaretti Caterer - 3.5 - This card is a built in 2-for-1 at a bit of an expensive cost. You will most likely play this for around 6 mana where you will get a 3/1 plus the best 3-drop out of your deck and the card scales very well into the late game.
Scheming Fence
Scheming Fence - 3.5 - This card is efficient but does depend on the opponent having something with a good activated ability to get maximum value. 2 mana for a 2/3 is a fine floor for a card and gets better the better your opponents' threats are.
Security Rhox
Security Rhox - 3.5 - Four-mana 5/4s are above rate without any more text. Getting to cast this for only two treasures late in the game is a nice bonus for any deck that can produce the treasure. Security Rhox will help establish a strong board presence quickly.
Shattered Seraph
Shattered Seraph - 3.5 - This whole cycle of mana fixing creatures is great. They can even be used as two-color fixers because they can cast themselves for the 3rd color. I expect these to see a lot of play. This is the most expensive to cast but also the biggest threat as a 4/4 flier and the three life is a nice bonus if you're trying to outrace the opponent through the air.
Snooping Newsie
Snooping Newsie - 2.5 - A simple bear that helps enable all of the other synergy cards in the deck. It also gets a little better if drawn later in the game. What more can you ask from a 2-drop?
Soul of Emancipation
Soul of Emancipation - 4.5 - This is no Terastodon, but it's amazing nonetheless. Getting to downgrade opponents bombs and upgrade weak or locked down creature of yours is amazing. This is also just a 5/7, and that is very tough to deal with on its own. With the number of treasures Green can make I see no issue with running this at the top end of any deck.
Spara's Adjudicators
Spara's Adjudicators - 3 - This whole cycle of mana fixing creatures is great. They can even be used as two-color fixers because they can cast themselves for the 3rd color. I expect these to see a lot of play. This is likely the weakest one of the bunch.
Stimulus Package
Stimulus Package - 2 / 3.5 - Stimulus Package is an interesting enchantment. It comes with at least two creatures with a relevant creature type, but it also continues to create value with cards like Glittermonger. I love everything about this treasure subtheme.
Syndicate Infiltrator
Syndicate Infiltrator - 3.5 - If Syndicate Infiltrator was just a 3/3 flier for 4 mana it would see play. Getting to become a 5/5 later in the game is amazing value for an uncommon at only 4 mana.
Tainted Indulgence
Tainted Indulgence - 3 - Even though this will often only draw one card it is still worth playing. A lot of what Dimir wants to do is get controlled cards into the graveyard and this helps do that. Drawing this later in the game also means you'll be getting a great rate on an instant speed Divination.
Toluz, Clever Conductor
Toluz, Clever Conductor - 4 - Turning all connive abilities into long term card advantage is huge. It is important to note that Toluz does need to die to get the card back, so any exile or bounce spell will lose you the cards exiled this way. Be careful what you choose to discard.
Unleash the Inferno
Unleash the Inferno - 4 - Four-mana to kill anything at instant speed is worth playing on its own. The upside of getting to kill an enchantment or artifact is huge. This is definitely a great removal spell.
Void Rend
Void Rend - 4 - It might be hard to cast, but this unconditional removal spell is going to be fantastic. With the amount of fixing in the format I see no issue with playing as many of these as I can find.
Ziatora's Envoy
Ziatora's Envoy - 4.5 - There is a lot of value to be had after casting Ziatora's Envoy. Getting to cast this on turn four will make it extremely hard to deal with, and getting even one trigger off the ability can be game winning value. There is also a lot of removal in the Riveteers colors, so there is a good chance the deck can clear the way and beat them down.
Ziatora, the Incinerator
Ziatora, the Incinerator - 4.5 - I am so glad this is a mythic and not a rare. Six-mana is a lot, but likely not enough for this game winning bomb. Without any other creatures on the board this is still a game winning creature. Creatures do need to line up well to be used as removal, but once you have a 6/6 flier on board the game shouldn't last long enough to care.

That's it. We made it to the end! Let's jump in and see how the set plays.

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