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Core Set 2021 Limited Set Review: Blue

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Welcome back to day two of the Core Set 2021 Limited set review. With the MTG Arena streamer event fast approaching on June 24th I am excited to jump back into the review. You can't be too prepared for a new set. As always, these articles are updated and used on the Untapped.gg overlay, so when you are done with the article make sure to leave your thoughts so Coolstuff and I can continue to bring you the best content possible!

This article is the second of five, and in it I will be evaluating every Blue card and scoring it 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. Below you will find the scoring system.

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.

Barrin, Tolarian Archmage
Barrin, Tolarian Archmage - 3.5 - When timed well, bounce spells can drastically change a boardstate. On its own this card is good, but if you have any other bounce spells it becomes great. Keep an eye out for Unsubstantiate after taking this card.
Cancel - 2 - Cancel will make it into many of your decks, but it is never something I am overly excited to put into the main deck. Picking these up for the sideboard is always a great idea, and playing one main is reasonable.
Capture Sphere - 3.5 - Blue often struggles to find answers to an opponent's board once a card resolves. This card gives you the flexibility to cast it at instant speed, and it can deal with large creatures as well as key tap abilities you might not want to allow.
Discontinuity
Discontinuity - 2 - It will be extremely difficult to use this card well in Limited, but I think that the value is there. Casting it on your opponent's upkeep means that you end their turn before they even get to draw a card. I also like the idea of using it as an "oh shit button" if combat on your turn goes poorly. You can also cast it cheaply in response to a combat trick or removal.
Enthralling Hold
Enthralling Hold - 3.5 - Cheaper than some of the mind controls we have seen in the past, but it also makes it harder to take the creature you want. You might have to get hit with their big bomb before you can take it. Overall still a big swing in boardstate and this will go into any Blue deck.
Frantic Inventory
Frantic Inventory - 2 - I can't see a situation where the average deck will want to run this. It's not bad to only run 2, but you really want 4+ to make this card good on its own. Some of the Green "if you drew a second card this turn" triggers might make these cards worth running in lower quantities.
Frost Breath
Frost Breath - 2 - More of a tempo card that is happiest in a more aggressive deck. The longer the game goes the less this card is worth. It has no lasting presence on the board, so I would avoid running it too often.
Ghostly Pilferer
Ghostly Pilferer - 4 - Not a card that will have an immediate impact on the board, but the longer it is out the more value it will bring to the table. 2-drops that can gain card advantage and close out games? - Sign me up!

Jeskai Elder - 2.5 - For this card to be reasonable you will need at least 6 spells. One thing I do like about this card is that it makes combat difficult for your opponent when you have open mana. Make sure you keep this in mind even when you don't have any spells in hand. Nothing wrong with a good bluff when needed.
Keen Glidemaster
Keen Glidemaster - 3 - The stats are unimpressive for the mana cost, but I am always a huge fan of early curve fillers that have a strong late game impact. I am excited to play this in a Simic deck with some big beasts.
Library Larcenist
Library Larcenist - 2 - Without any evasion of its own I am not excited to play this card. If you have other cards that might allow this card to do more than cycle then it will get you a fair amount of value - Look for Keen Glidemaster, Dub, Rousing Read.

Lofty Denial
Lofty Denial - 1/3 - Without 5+ fliers this card won't make the cut in most decks, but once you are over that threshold this card becomes reasonably strong.
Miscast
Miscast - 1 - This card is not consistent enough. Most decks are light on spells, and even when an opponent does cast a spell they will often have 3 extra mana. Too few cases where this card is good. Major sideboard consideration against decks with a lot of premium removal.
Mistral Singer
Mistral Singer - 3 - Even if you only have a few spells I would still run this card. A 2/2 flier for 3-mana is very reasonable, and with only a few spells you will be able to close out games quickly.

Opt - 2.5 - Far better than I give it credit for. I always want them, but when I make cuts this is always the 1st to go. All of the second draw triggers will also increase this card's value. Try to include these when you can - they really smooth out draws.
Pursued Whale
Pursued Whale - 4 - A bit expensive, but that isn't always an issue in Limited. This is a really good card once it hits the board. If an opponent cannot deal with it immediately it allows you to eat most of their board and gain a huge advantage.

Rain of Revelation
Rain of Revelation - 3.5 - One of the better "draw cards" spells in the format. At instant speed you can still represent combat tricks or counter magic on your opponent's turn, and this is something similar cards lack.
Read the Tides
Read the Tides - 2 - The flexibility of the card is really nice, but it is too expensive for me to want to run in my decks. If this was an instant I might consider it a more viable option.
Rewind - 2 - Often this is just an overpriced counter spell. Most counters take place on your opponent's turn, so the untap bonus won't come into play often. This card becomes much better if an opponent is trying to interact on your turn so you can still progress the board in your second main phase.
Riddleform - 2 - The average deck will not have enough non creature spells to activate this card consistently enough. The scry will come in handy late game, but I would still want 10+ noncreature spells before I would consider running this.

Roaming Ghostlight
Roaming Ghostlight - 3.5 - I really like that you can bounce any creature. This will be good tempo or protection against a Capture Sphere type ability. It also comes with a reasonably sized evasive creature to close out games - value.
Rookie Mistake
Rookie Mistake - 1 - An extremely low impact combat trick. I would have to be very low on playables to consider playing this card.
Rousing Read
Rousing Read - 3.5 - This card is all upside. Getting the strong draw upon resolution means you are at no risk for getting 2-for-1'd like other aura spells. If you can keep this one any medium+ body the game will be over quickly.
Sanctum of Calm Waters
Sanctum of Calm Waters - 2 - Shrines as a whole are very unimpressive. This one is better than most because it will activate your "draw a second card" abilities. This shrine will never be bad to run and I would consider it if you need help smoothing out your draws.
See the Truth
See the Truth - 1.5 - This card is not bad in any deck, but I do not think it will make the cut in most decks. This feels like it was created for constructed game play more than Limited.
Shacklegeist
Shacklegeist - 3 - As a 2-mana 2-power flier this card has a high floor. It will not win the game on its own, but I am happy to play this card in any Blue deck.

Shipwreck Dowser
Shipwreck Dowser - 3.5 - Getting to bring back your most powerful spell AND add a reasonable body onto the board is strong. You do not need many spells in your deck to make this card worth running.
Spined Megalodon
Spined Megalodon - 2.5 - Spined Megalodon seems extremely expensive, but in a Limited deck this is not unreasonable for the top end of a deck (especially Sealed). Also look out for any good enchantments when playing Hexproof creatures.
Stormwing Entity
Stormwing Entity - 4 - A powerful card in any deck, but in a spell heavy deck it is totally nuts. I would play as many Opts as I could find with this card.
Sublime Epiphany
Sublime Epiphany - 4.5 - This card brings an insane amount of value to the table. It won't be hard to hit 4 of the 5 options, and even if you only hit 3 it is still well worth the mana cost. I will play this card every time.
Teferi, Master of Time
Teferi, Master of Time - 4 - It is easy to see a mythic planeswalker and assume it will be powerful, but in this case it doesn't do much on its own. Over long periods of time it will gain card advantage and allow you to snowball. Far less powerful than most planeswalkers.
Teferi's Ageless Insight
Teferi's Ageless Insight - 1/2 - Most decks will not be able to activate this card, and even decks that can probably don't want to. This is more of a Constructed card.
Teferi's Protege
Teferi's Protege - 3 - At its base it has reasonable stats for a filler card, but the ability is very strong and even fits well into the extra draw archetype we see in the set. Very strong common that will rarely be cut from the starting 40.

Teferi's Tutelage
Teferi's Tutelage - 3.5 - The average deck won't want to run this card, but if you have a reasonable amount of draw spells, or multiples of this card, it can be very hard to stop. When we see enchantments like this, killing opponents by removing their library is never out of the question.

Tide Skimmer
Tide Skimmer - 2.5 - The set does seem to have a fair amount of fliers, so I do not think it will be hard to trigger this card's ability. It is a bit expensive for the stats, so I would only consider it with at least 3+ other fliers in the deck.
Tolarian Kraken
Tolarian Kraken - 3 - On your draw step you get to tap a blocker, and you get to stock your deck with Opts to even prevent attacks. Many decks will run this card as their top end because it is big and versatile.
Tome Anima
Tome Anima - 2 - The average deck will not be able to trigger the ability on this card with any consistency. This is a filler card I am unhappy to run in most decks.
Unsubstantiate - 3 - I am a huge fan of bounce spells. Often people see it as a tempo only play that loses card value, but I tend to hold on to them until I can catch a combat trick or removal spell on the stack. This two-mana instant can really trade up in value.
Vodalian Arcanist - 2 - Fine curve filler even if you do not have too many instants and sorceries to play. In a spell heavy deck this would be rated a bit higher.
Waker of Waves
Waker of Waves - 3.5 - Even though this card has a high mana cost it is still very powerful in a Limited deck. If drawn too early you get to "cycle+" and just replace the card. If drawn mid to late game you will have a large creature that has a very powerful static ability.
Wall of Runes - 1 - This card does not impact the board in any meaningful way.
Wishcoin Crab - 1.5 - The base stats are fine if you can't find anything else more exciting to play. I will often consider picking these up for a sideboard if the deck needs a little help against something more aggressive - it has a nice butt.

Top 3 Blue Commons

  1. Rousing Read
  2. Capture Sphere
  3. Roaming Ghostlight

These articles are used for the drafting data on Untapped.gg, and because of this we will be updating them periodically with new information and insght. Comments and discussions help me improve the articles to provide the best information for both other readers and Untapped.gg. So please feel free to comment below and give me your thoughts.

Thanks for reading and I will see you tomorrow!

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