Amonkhet Set Review - White
Amonkhet Set Review - White
Nicol Bolas' home plane certainly packs a flavor punch with a fascinating Egyptian theme permeating the entire set. Hopefully, the individual cards will stand the test of time and distinguish Amonkhet as one of the classic sets in Magic: The Gathering. Let's kick off this set review with every single white card in the set.I will be reviewing each card on it's applications in both limited and constructed with a score out of ten. Here are examples of cards that have been scored on each level from Aether Revolt and Kaladesh:
Limited:
10 - First Pick, Monster Bomb - Herald of Anguish, Baral's Expertise9 - Excellent, Cream of the Crop - Solemn Recruit, Freejam Regent
8 - Powerful but Specific Cards - Quicksmith Spy, Vengeful Rebel
7 - Great but Not Worth Switching Colors For - Shock, Kari Zev, Skyship Raider
6 - Strong Cards on Curve for the Backbone of your Deck - Aether Swooper, Aether Chaser
5 - Always Playable Cards to Fill Out - Aether Theorist, Riparian Tiger
4 - Decent Cards that Might Serve a Purpose - Wayward Giant, Sage of Shalia's Claim
3 - Unexciting Picks You Don't Want to Play - Nimble Innovator, Ghirapur Guide
2 - Bad Cards You Want to Avoid - Terror of the Fairgrounds, Curio Vendor
1 - Stone Cold Unplayable - Demolition Stomper, Perpetual Timepiece.
Constructed:
10 - Multi-Format Staple, Instant Classic - Heart of Kiran9 - Extremely Powerful, Create Standard Archetype - Winding Constrictor
8 - Will See Play in Multiple Decks and Archetypes - Rishkar, Peema Renegade
7 - Strong Roleplayer in Certain Decks - Aethersphere Harvester
6 - Decent Chance to See Play - Yahenni's Expertise
5 - Might See Play, Likely Sideboard - Release the Gremlins
4 - Probably Not But Just Might Squeak In - Filigree Familiar
3 - Almost Certainly Not Going to Make It - Aethersquall Ancient
2 - Never - Ghirapur Orrery
1 - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Madcap Experiment
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So let's get on with it. Here's the limited and constructed review of every white card in Amonkhet. Enjoy!
Angel of Sanctions
Angel of Sanctions has a lot going for it. An immediate impact on the board. Built-in recursion that will trigger the ability a second time. Without a doubt this is the beefiest body that Banisher Priest has ever seen. Notably this can also hit planeswalkers, artifacts and enchantments. Obviously, this is a powerhouse in limited if not an outright win but it's harder to judge for Standard play. It certainly won't reach any further back than that but I think that this Angel is one power point away from making into standard. Right now, it dies to most damage-based and negative removal, it doesn't trade with Avacyn in battle and it costs one too much to make it a lock. It feels like each stat is deliberately holding it back by the smallest fraction. Still, there's a small chance that it will make a sideboard somewhere as a way to deal with threats like a planeswalker or something.
Limited: 9.0
Constructed: 4.0
Anointed Procession
Well, another Doubling Season effect has arrived much to the joy of the token-based Commander players and it will absolutely become an auto-include in many casual strategies. However, unless I'm grossly misreading the current Standard meta and the strength of Embalm as a mechanic, then there's no chance that Anointed Procession sees the light of day on constructed tables. Don't get me wrong, I know the effect is powerful and I believe that Embalm will impact constructed, I just don't think that Anointed Procession will. For limited, I also think that this card is too specific. I'd say that if you have 10 cards with Embalm or that create tokens, Anointed Procession becomes a viable choice. Think about it this way: You want to reliably trigger it three times in every game you play in order for it to be valuable. Once for the turn you spent to cast, once for the mana cost, and, on the third trigger, you'll finally get value. That means that you'll need to reliably draw three token spells a game. The rest of the math is up to you.
Limited: 4.0
Constructed: 3.0
Anointer Priest
A very mediocre effect attached to a very mediocre body. The fact that it can come back later in the game for chump blocks or whatnot is not quite enticing enough to convince me that this card is good. If you're drafting a zombie strategy and simply need a two drop, then this may serve you well but otherwise, I'd leave this card behind. Obviously, this will get nowhere near constructed.
Limited: 3.0
Constructed: 2.0
Approach of the Second Sun
Alright, now here's a the card that I'm willing to bet on for Standard! Approach of the Second Sun has a fairly unique ability that require minimal set up for a control deck. You literally only need to see two of these out of a 60-card deck to win the game on the spot. Is this balanced? I'm going to have to trust that Wizards didn't screw up because this seems like the easiest win-con for a control deck that there is. Especially considering the two-mana counterspell that looks a lot like Remand printed in this set on a double-faced card. This seems like just the card that Ivan Floch has been waiting for: A win condition with minimal interaction with your opponent. And it sets itself up and keeps you alive! You know that in seven cards, you've got one coming down the pipeline. Important to note is that even if the first copy of Approach of the Second Sun is countered, it was still cast! So it counts as a win if you resolve your next copy. Furthermore, I love all the sevens in this card. Seven mana, seven cards from the top, seven life. Flavor win! Also, never in limited. Never.
Limited: 0.0
Constructed: 8.0
Aven Mindcensor
One of the cards from Future Sight that was intended to appear in another set has returned. Aven Mindcensor had it's day in legacy formats but is rarely seen these days. Regardless, Aven Mindcensor is a fine man with a reliable stats as a 2/1 flyer with flash for three mana. That's respectable in limited and borderline playable in constructed. The ability to stymie an opponent searching through their library is of limited use in this current Standard meta but, perhaps, Wizards is setting up the return of enemy fetchlands. I doubt it though. If enemy fetches are printed, Aven Mindcensor will have a meteoric rise in popularity but without that, I doubt you'll see Mindcensor outside of a few, select sideboards.
Limited: 6.0
Constructed: 3.0
Blinding Mummy
As a two-drop, Blinding Mummy hits the bare minimum for playability with Grizzly Bear statistics. Since it is a 2/2, it's a fine body for any white deck in limited. However, if you start adding Zombies to your deck (or creatures with Embalm), then Blinding Mummy becomes much better. Tapping a creature on your turn is an aggressive play, so you'll want to be able to attack and utilize the momentary advantage. It's a little disappointing that the Mummy doesn't tap something when he comes into play which makes it much worse in late game but, for a common, it's understandable. In summary, Blinding Mummy is a good card for aggressive decks, a good card for Zombie decks, but is an excellent card for aggressive zombie decks. In Standard, I'm highly doubtful that this two drop will be able to stand up against Relentless Dead and the dual-costed Zombie from this set.
Limited: 6.0
Constructed: 2.0
Cartouche of Solidarity
Not going to lie, I had to look up the definition of 'cartouche'. It's an oval or oblong enclosing a group of Egyptian heiroglyphs, typically representing the name or title of a monarch. Well, okay then. Anyway, the card itself is surprisingly solid. For one mana, you get a body and you significantly buff a creature that you control. Don't be fooled, the meager +1/+1 the, the real reason that this card is good is the first strike. Basically, if you're opponent is tapped out, you can put this on your biggest creature and either force a chump block or get through a fair amount of damage. And, sure, it could be immediately killed during their next turn, but even then, you basically spent one mana to get a removal spell out of their hand, while giving you a random 1/1. I believe that this is my favorite of the Cartouche cycle for limited and I'm pretty certain that I'll always be happy playing one of them. For constructed, I don't think this guy's going to make it. The matching enchantment grants +2/+1 to your creatures but that doesn't seem strong enough to survive this meta.
Limited: 7.0
Constructed: 2.0
Cast Out
At instant speed, this solidly removes anything on the battlefield for four mana. That's a solid card no matter how you slice it, even for constructed to a lesser degree. Add the utility of cycling for late game, and you've got a limited all-star that will be easily first pickable in draft and a huge signal for sealed. Furthermore, on the Standard side of things, Cast Out might be able to get there despite being one more mana than is desirable. First of all, being able to cycle is a big deal. On turn two, with a hand full of removal, swapping it out could be the correct play. Secondly, there are a myriad of effects in Amonkhet that love cycling so if there is a constructed deck to utilize that effect, this will be a necessary addition. Finally, and most importantly, it's instant speed. Saving four mana until the end of your opponent's turn is powerful magic, allowing you to hold up a draw spell and a way to remove either a creature or a troublesome planeswalker. Overall, I'm pretty high on this iteration of Oblivion Ring and I think it will see play in constructed.
Limited: 8.0
Constructed: 6.0
Compulsory Rest
Compulsory Rest is a bizarrely worded Pacifism that basically gains your opponent 2 life. And you know what? That's still great. For two mana, shutting down any creature is a bargain and should always be played in every white deck. While not as versatile as Cast Out, the cheapness certainly can't be ignored. This probably won't make it to constructed as these effects never have but, regardless, in limited, it's very possible to first pick this card in draft. Solid removal that should always be played.
Limited: 7.0
Constructed: 3.0
Devoted Crop-Mate
The effect of bringing small creatures back from the graveyard returns again and it's still pretty good. Honestly, I'm not entirely sure why they always have to be 3/2s but it's a fair bet that Wizards wants to make sure that they're not too powerful. If you exert this thing you'll automatically get a two-for-one even if they trade with the Devoted Crop-Mate. While this effect is good, it is also conditional. You have to have a creature in your graveyard with a 2 CMC cost or less and the crop-mate has to attack and not untap for your next turn to get anything back. These are a lot of hoops to jump through for a conditional, incremental advantage. Still, 3/2 for two mana is a fine rate for a body and an upside is an upside. Never in constructed.
Limited: 6.0
Constructed: 2.0
Djeru's Resolve
I'm not a fan of these kind of effects. Honestly, is it worth an card slot out of 23 cards to occasionally, possibly, conditionally kill a creature. You have to have a high power creature that's already tapped on the battlefield to even set up the 'trick'. Giving it cycling helps a little but even the cycling is a bit too expensive at two mana. If I'm forced to play this card in limited, I know that somewhere along the line, I made mistake. I would avoid this if at all possible.
Limited: 3.0
Constructed: 2.0
Fan Bearer
The bearer of the fans is upon us. How does he tap down dragons? Who knows but he can do it. Creatures that tap other creatures seem to be making a reappearance and, since this is functionally identical to Pacification Array except in creature form, it's fair to say that Fan Bearer is going to be pretty good. Two-mana is a hefty sum to spend tapping down a fatty but you'll gladly pay it if the need arises. Fan Bearer's creature type is relevant as well with many cards in this set assisting Zombies. At one mana, this creature's a steal and I would pick it up relatively early in the draft. As for constructed, there's a tiny, outlandish chance that zombies need an effect like this in the sideboard but it's really unlikely.
Limited: 7.0
Constructed: 3.0
Forsake the Worldly
So, this card exiles an artifact or enchantment. For three mana. Oh, oh it also has cycling! Okay, well, that's about it then. Put it in your sideboard in limited. Might break into Standard sideboards because of cycling and the fact that vehicles are stupid. That's all the excitement I can muster for this cards so let's move on.
Limited: 4.0
Constructed: 4.0
Gideon of the Trials
I don't know if you can read the extremely fine print on this card but it has a secret ability: "As you cast Gideon of the Trials, your opponent begs for Standard rotation." Ya combining a Gideon that gives you a free emblem that says that you can't lose the game as long as you control ANY Gideon planeswalker is just basically a slap in the face to anyone playing Standard who doesn't want to have to play Gideon, Ally of Zendikar. As a tiny side note, why did Wizards pussy out on the whole rotation change plan after only a week? Because people want to play with the cards for longer? No, we don't. We want to have a dynamic standard environment that isn't beholden to cards that have dominated standard for over a year. That frustrates me to no end. Anyway, Gideon of the Trials is a three-mana walker that has the ability to shut down a creature indefinitely or turn into a 4/4 attacker. Both of these modes are good for three mana and they're not overpowered because Gideon doesn't really have an ultimate that it can push towards. Honestly, this seems pretty fair and balanced until you read the final ability and consider the Ally of Zendikar. Ugh. I'm not a fan of this card but it's pretty much guaranteed to make an appearance in Standard as a two-of alongside the four-of Ally of Zendikar. Obviously, it's great in Limited but it also doesn't necessarily win the game on its own since it requires so other support to push through either the damage or take advantage of the creature lockdown.Limited: 8.0
Constructed: 8.0 (6.0 once Ally of Zendikar leaves)
Gideon's Intervention
Gideon's Intervention is unlike other cards of its ilk as it not only prevents the casting of it but also essentially turns creatures into walls. I don't know though because half of the time, you want to cast it to prevent a control deck's win condition. This is clearly a sideboard card but the advantage that you get when you cast it targeting a creature seems negligible because it costs four mana that you could be spending on a wrath or removal spell. The fact that Gideon's Intervention is an enchantment is beneficial but, since everyone has to deal with vehicles and much of the time the same type of removal will hit this, it's doesn't really get ahead in Standard with this. I'm honestly not sure about this. I can see putting a pair of them in my sideboard against certain match-ups but I'm not really psyched about spending four mana and a card slot to do it. In limited, if there's honestly a bomb that you cannot deal with in any other way, maybe you can side this in but otherwise, steer clear of this.
Limited: 2.0
Constructed: 4.0
Glory-Bound Initiate
Oh, boy here's a spicy aggro card from white! A 3/1 for two mana has become the norm these days but being able to attack with it as a monstrous 4/4 lifelinker on turn three is pretty nuts. Sure it remains tapped for your next turn but the gigantic 8-point lifeswing that you get is completely worth it. Plus, if they have no blockers you can just attack for the 3 damage and untap with it until they get a creature down. This card punishes stumbling on your curve like no other in the set. If you don't have some defense down in the early turns of the game or have removal, you're going to get steamrolled by this. Regardless, in constructed, this might be the piece that a white aggro deck needs to get there but there's a ton of competition in the two-drop slot for aggressive creatures. In limited, this guy is a beast but can be killed by any random -1/-1 counter or removal so bear that in mind. Nonetheless, unanswered, this guy is an absolute house that can carry you to victory in any limited setting.
Limited: 8.0
Constructed: 6.0
Gust Walker
Another quality two drop in white, Gust Walker has the ability to take to the skies and evade most blockers for three damage. Beyond that, he's still a 2/2 for two mana and that's always good. For two drops to be elevate above the average, they need to have some sort of reach in the long game. Gust Walker does exactly that, allowing you to fly in for three damage when the opportunity strikes. Keeping it tapped down for a turn is a big down side but, in late-game, if you have other creatures, it's well worth it. It's not quite good enough to make it to constructed but that's okay.
Limited: 7.0
Constructed: 2.0
Impeccable Timing
Impeccable Timing makes a return from Kaladesh and it seems just about as good as it was there, which is to say that it's going to be fine. It's highly conditional removal that will snipe small attackers, break the occasional block, and sometimes sit in your hand endlessly. If you're in a pinch, then this card will serve as a form of removal but don't confuse as hard removal. Also, it's important to note that you will NOT be able to cast this to prevent an exert trigger. Exert happens AS it attacks, it doesn't trigger after the attack. This makes the card even less appealing for this release. If you need, you should play it but try not to need it.
Limited: 5.0
Constructed: 2.0
In Oketra's Name
This is probably the most pushed reason at common to head into zombies. Giving your team +2/+1 at instant speed for two mana is no laughing matter and will end a lot of matches on the spot. Additionally, giving the other creatures you control a +1/+1 boost is relevant because, much as you might try when deckbuilding and drafting, all of your creatures are not going to be zombies. Worst case scenario, you'll still be able to use this as an expensive trick in a pinch. Honestly, this is just a great card that provides potentially game-ending versatility that rewards you for sticking to a theme for your deck. This card is so powerful for it's relatively low mana cost and instant speed that I think it has a fairly good chance to make it into Standard if zombies ever get there.
Limited: 6.0
Constructed: 4.0
Mighty Leap
A reprint we've seen a thousand times and it's always been perfectly playable. This is particularly useful to push through damage at the end of a game or to ambush an annoying flyer. For a two mana trick, Mighty Leap does good work even if it's still just a trick. Don't be afraid to throw one of these in to an aggressive deck, a deck that has a weakness to flyers, or a deck without a substantial amount of removal. This card has just enough versatility to make it viable in almost any deck.
Limted: 5.0
Constructed: 2.0
Oketra the True
Finally, we come to our first God card. Gods are making a return from Theros block and in the same fashion, the Gods in Amonkhet are powerful, indestructible creatures that can only be used to attack or block if very specific criteria are met. Rather than the beautifully thematic devotion mechanic from Theros, these Gods instead require a certain static number count to be met. With Oketra, you must control three other creatures in order to attack or block. And, since all of the Gods help themselves turn on with their activated ability, you can pay four mana to put a 1/1 token onto the battlefield. She's also a massive 3/6 double strike, making her the hardest hitting out of all of the Gods. For limited, clearly this is a disgusting monster bomb that, with the right deck, is nigh unbeatable. Slamming for 6 each turn while creating a new dude is crushing and the only way that this card would be better is if it had some form of evasion. In constructed, it's really hard to say that this guy can possibly outperform Gideon, Ally of Zendikar at the four slot but they don't necessarily have to be mutually exclusive since Gideon also produces knights every turn. Regardless, if there was limited space in a white aggro deck, I'm taking Gideon over Oketra. Once rotation finally comes, Oketra may get another chance to shine in Standard but until then, I'm keeping my hype level down.
Limited: 9.0
Constructed: 5.0
Oketra's Attendant
A 3/3 flyer for 5 mana is slightly over-costed. However, Oketra's Attendant is a testament to the power of the abilities in this set because, with both cycling and embalm, this card is actually just great. Early game, you can cycle it without worry, drawing a card and moving you closer to your big drops. Then you can embalm this card out of your graveyard later as evasive finisher or blocker. Late game, you just cast a 3/3 flyer for 5 and do whatever you need to do with it, without feeling bad. Need to chump block? No problem. While this card is high-quality filler, it is still filler so I wouldn't take it over solid removal or bombs but I'll never turn one down.
Limited: 7.0
Constructed: 2.0
Protection of the Hekma
Before playing with Dampening Pulse in Battle for Zendikar, I would have dismissed this card out of hand. However, since that card was actually fairly decent, I wanted to give Protection of the Hekma a chance. Unfortunately, it's actually much worse. First off, it costs one more mana and five drops should really do more than basically nothing. Secondly, it only prevents damage to you, which negates the huge upside that Dampening Pulse had which was that it made combat better for you. Thirdly, 'any source' doesn't matter in limited nearly as much because it's not like someone's going to burn you out in sealed or draft. I'm not a fan of this card at all and I will never, ever put in my limited deck. For constructed, I'm more conservative on my opinion because, who knows? This might just hose a tokens strategy in the future. Still, it's a real long shot.
Limited: 1.0
Constructed: 2.0
Regal Caracal
It looks like Wizards reprinted Captain of the Watch in a much more flavorful feline edition. At the cost of a token, Regal Caracal drops for five mana and produces 7 power and toughness with lifelink which is a massive bargain. Great at any stage of the game, these cats will drag you out of almost any bad situation that doesn't involve flyers. In a bizarre twist, not only does the caracal give cats lifelink but the cats themselves actually already have lifelink so even if momma kitty gets murdered, her kittens will still gain you some life. The cat does a ton of work at stabilizing the board or going wide with tokens but will still get stopped by a pair of 4/4s. Regardless, a high pick for any deck, Regal Caracal is a great catch-all for any deck that can play it.
Limited: 9.0
Constructed: 2.0
Renewed Faith
For two mana, you'll gain two life and draw a card. Basically, you'll never cast this as just a gain six life spell unless you're super desperate and, at that point, I guarantee that the card you were looking for was not Renewed Faith. While I think cycling makes basically any card moderately playable, this one's still a stretch. Unless I have some synergies with cycling, I really never want to have this in my deck. Avoid it unless you have no other choice. For constructed, I know there used to be a cycling deck that utilized this card in Standard but I think were pretty far off from that point in this current meta. Unless a surprise cycling deck comes out of nowhere, this won't see the light of day.
Limited: 3.0
Constructed: 3.0
Rhet-Crop Spearmaster
On the plus side, you'll able to attack with a 4/1 first striker on turn four which is fairly strong and bascially unblockable. However, the cost of not untapping your three drop is relatively steep if your opponent has any sort of board presence. Also, a 3/1 just isn't that great in this format filled with -1/-1 counters and Ancient Crabs. Honestly, I'm not that impressed with this guy. Unless you are on the ultra-aggressive, R/W plan then I wouldn't wan't to put this guy in my deck.
Limited: 4.0
Constructed: 2.0
Sacred Cat
Reminiscent of the excellent Hopeful Eidolon from Theros, Sacred Cat will be better than it looks. What made Hopeful Eidolon good wasn't the 4-mana enchantment that this was cast as most of the time but the fact that it left behind a 1/1 lifelink basically for free. Despite only having two lives, this kitty still is quite good. Think of it this way. Sacred Cat is a sorcery speed Raise the Alarm but the tokens have lifelink. Getting two, lifelinking power for two mana is almost always a bargain and Sacred Cat is no exception. Honestly, if tokens become a thing in Standard, I actually wouldn't be all that surprised to see this card make an appearance. But who am I kidding with Heart of Kiran still around.
Limited: 7.0
Constructed: 4.0
Seraph of the Suns
Seven mana is a lot. With that being said, a 4/4 flyer that can't be killed in combat is a pretty big bruiser. So it kind of comes down to how fast this format is and whether or not this angel will see play and not just languish in your hand. My money is on this being a slower format due to both embalm and cycling. Cycling helps you hit your mana drops to get to this angel while it seems like embalm can sufficiently stall out a board state for long enough. Still, you're obviously not going to want this thing in any sort of 'aggro' deck but, as a late game finisher, this guy will do just fine as a one-of.
Limited: 6.0
Constructed: 2.0
Sparring Mummy
As a hill giant with a tiny upside, Sparring Mummy is about as mediocre as they come. A 3/3 doesn't seem like it's quite going to be big enough to make a huge difference and untapping a creature is lukewarm at best. Sure it works really well with exert but you'll need a fair few exerting creatures to make that even a consideration. If you're in desperate need of a four drop, sparring mummy will do the trick and be perfectly average while doing it.
Limited: 4.0
Constructed: 2.0
Supply Caravan
Its creature type is Camel! That's cool. Anyway, if you trigger the ability, Supply Caravan drops 4/6 of power and toughness for five mana which is pretty good actually. The ability doesn't seem too difficult but there will be times that you just drop this as a Siege Mastadon and that's perfectly mediocre. It's a fine filler card if you need a five drop but don't think that this guy is going to carry to you victory.
Limited: 4.0
Constructed: 2.0
Tah-Crop Elite
For going wide, you couldn't have a better friend than Tah-Crop Elite. On his own he's a fairly weak 2/2 flyer that can attack as a 3/3. However, with all of the cards that support going wide, I think this card is pretty excellent. You'll have to be on the attack, hitting your two and three drops consistently, but if you do, sometimes you'll be able to overwhelm your opponent before they get set. Combining this with a pair of Sacred Cats would just be hilarious, attacking with a buffed army of kitties. This guys definitely not going to do anything for your significantly behind but it will help your army surmount your opponents when the time calls for it.
Limited: 6.0
Constructed: 2.0
Those Who Serve
The stats on this bad boy are actually really aggressive. A 2/4 for three mana is a rare thing and can really gum up the ground game for a while. If you're trying to stall out to you're bigger, late-game plays, this card is for you. Additionally, this guy has the added bonus of being a zombie which matters to a lot of the cards in this set. Really, Those Who Serve is nothing more than a dumb dude that will provide a little early game protection and, sometimes, that's all you need.
Limited: 5.0
Constructed: 2.0
Time to Reflect
If you've got seven or more cards in your deck that are either zombies or have embalm (which makes zombies), then this card becomes playable. If you don't, then it's pretty unplayable. Either way, exiling is a big deal in this format with embalm and indestructible Gods and, if you can support it, Time to Reflect is definitely a powerful spell to add to your arsenal. Be aware though that, once your opponent sees this card, they will start to play around it. If you're brewing zombies for Standard, it's hard not to at least consider this for a sideboard.
Limited: 5.0 (Totally depends on zombie count)
Constructed: 4.0
Trial of Solidarity
Out of the Trial cycle, I'm not a huge fan of this one. Giving +2/+1 is a decent buff but at sorcery speed, it loses some of its luster. If you have a couple Cartouches in your deck, then this card becomes significantly better as you can just cast it the first time to push through one or two creatures and then later use a Cartouche to drop it a second time for more value. I would certainly want this in a 'going-wide' style of deck but outside of that, I'm not convinced that, without a Cartouche, this thing can pull its own weight. Giving creatures vigilance is a pretty big upside though, ensuring that once you make your swing, you don't get blown out on the return attack.
Limited: 5.0
Constructed: 2.0
Trueheart Duelist
Trueheart Duelist is the perfect example of why I believe this is going to be a slower limited format. A two-mana 2/2 that not only chump blocks an additional creature but also comes back from the dead to do it again. As a card, I'd be happy playing this in basically any deck with white. You'll rarely get utility out of the 'additional blocker' clause but who cares when you have grizzly bear that returns from the grave by itself.
Limited: 6.0
Constructed: 2.0
Unwavering Initiate
It takes a lot for me not to greatly enjoy a card with embalm but this guy comes close. A 3/2 with vigilance is decent though the vigilance doesn't make a huge difference as it basically trades with any two-drop. Then the embalm cost is five which is about one more than I want to be paying. Because I'm greedy. Regardless, it's a three drop that mummifies itself later in the game, even if only to chump block and that's value. I'm hoping for better cards but I won't be embarrassed to play this.
Limited: 5.0
Constructed: 2.0
Vizier of Deferment
The Vizier of Loan Deferment can arrive at any moment, detaining a creature for a quick auditing session before letting them return. Beyond my dumb jokes, this card does a ton of work. Deceptively open-ended, the vizier gives you the ability to flicker an incoming attacker, remove Cartouches, permanently kill embalmed creatures, and even save a creature of your own in a pinch. All of these abilities give this 2/2 creature a lot of depth. With depth comes power and I just know that this card will be the cause of some of the biggest blowouts in the format. Regardless, occasionally, the Vizier of Deferment will be stranded in your hand but I think that that will not only be rare but also worth it.
Limited: 7.0
Constructed: 2.0
Vizier of Remedies
As a two mana hate bear, the Vizier of Remedies can be relatively decent if paired with either green or black and you happen to have multiple cards that put -1/-1 counters on your own creatures. However, outside of that, it's not worth playing this card over other two drops just to occasionally hose your opponent's -1/-1 kill spells. I'll play this if I'm in desperate need of two-drops or if I can utilize its ability but otherwise, I'll be avoiding this one. In constructed, where you can formulate a more direct and singular game plan, Vizier of Remedies actually stands a chance of being part of an important combo or plan.
Limited: 4.0
Constructed: 4.0
Winged Shepherd
Six mana for a 3/3 flyer is entirely too much even with vigilance. However, it has that magical ability that makes it much more appealing in the fact that it cycles for one mana. Being able to ditch this overcosted flyer early in the game raises it's quality by a league. I'm still a bigger fan of Oketra's Acolyte for flying cyclers but Winged Shepherd can provide some late game evasion or early game curve smoothing. Paying six is hefty price but Winged Shepherd is still a decent, if unexciting, addition to most white decks.
Limited: 5.0
Constructed: 2.0
Dusk to Dawn
Our first split card of the set, Dusk to Dawn, is good in Limited but seems more geared for Standard. Wiping the board of any creatures with power three or more basically kills everything relevant in the current meta and, while Dawn doesn't bring back all that much, you'll be able to find enough to make it worth your time. I'm pretty excited about the brewing prospects that this card presents and I'm confident that a four mana wrath will make it into the metagame, especially when it has a late game upside. For limited, it's power is tempered by the fact that you're opponent will, in all likelihood, have a few creatures that survive dusk. Nonetheless, setting up a wrath in any limited format is powerful, giving you a nearly guaranteed two or three for one.
Limited: 8.0
Constructed: 8.0
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Look out my other Amonkhet set reviews
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