Limited Commons review:
http://mtgsalvation.com/zendikar-spoiler.htmlWhite:
[CARD]Bold Defense[/CARD] - The original ability costs too much for too little, and the kicker costs way too much. 1.5/5
[CARD]Caravan Hurda[/CARD] - Not very good at all. It would probably sometimes make your deck at 4 mana as like a 27th playable in a control deck, but at 5 mana, it comes down way too late to be good against aggro decks. 1.5/5
[CARD]Cliff Treader[/CARD] - Not a bad card for an agressive deck. Pick these up mid-late, because they're great sideboard cards for aggro decks, even if they don't make your maindeck (though there's a decent chance they will). A 2-drop 2-power unblockable creature wins games. 2.5/5
Journey To Nowhere - Obviously a very high pick. One of, if not the best common removal in the format. 5/5
[CARD]Kor Cartographer[/CARD] - The value of this isn't static. It's bad in aggressive decks without landfall. It's good in control decks, and it can trigger landfall, which is often important. These are 7-8 picks, and they will almost always make it into your deck. 3/5
[CARD]Kor Outfitter[/CARD] - Not great. Double mana cost on an unexiting body with no relevant ability. These will often make your deck if you're agressive, but only pick them up late. 2/5
[CARD]Kor Sanctifiers[/CARD] - The kicker doesn't seem very good to me. Most of the common quest counter enchantments aren't that impressive, and the only common equipment that you might care about is Adventuring Gear. As a 2/3 for 3, it has some value, due to the number of 2 power 2 drops in the format, but it's not a 2 for 1 very often. 2.5/5
[CARD]Kor Skyfisher[/CARD] - A 2/3 with flying for 2 is good, even if it costs you a land drop. These are high picks for an agressive deck. Getting an extra landfall trigger helps to balance out the drawback. 4/5
[CARD]Makindi Sheildmate[/CARD] - 2W for a 1/4 defender isn't the worst thing in the world, and it obviously gets better with other Allies. Basically useless in aggro decks, and an iffy addition to most controlling decks. Pick these up at around the 10-14 mark, unless you're heavily dedicated to Allies. They will come late anyway, so expect them to table. 2/5-3/5
[CARD]Narrow Escape[/CARD] - Yuck. Costs too much, and the payoff is not good. 1/5
[CARD]Nimbus Wings[/CARD] - These are okay. White has access to a lot of early drops, so this can help you continue beating down even when they get a larger creature in play. You're obviously running the risk of 2 for 1s. 2/5
[CARD]Noble Vestage[/CARD] - This is just sort of a poopy card. I can't think of many situations where this would make it into my deck. 1.5/5
[CARD]Ondo Cleric[/CARD] - :-/ This guy isn't very good. You only play this guy in the ally-est of ally decks. He seems like a conditional, more expensive Soul Warden. 1.5/5
[CARD]Sheildmate's Blessing[/CARD] - It's a pretty whack combat trick. 1/5
[CARD]Steppe Lynx[/CARD] - I know that I've heard a lot of people talk about this card not being great, but I like it. I think it makes it into almost every white aggro deck, and it gets waaay better if you have some sort of mana enabler. It gets worse as a topdeck, but it's a 1 drop. Pretty obvious synergy with Kor Cartographer, Kor Skyfisher and green acceleration. 3/5
[CARD]Sunspring Expidition[/CARD] - Ehhh... This card is 'meh'. Life gain can be decent, and it's cheap, but this makes you jump through some hoops to get it, and it's obviously a shit topdeck. I'd bet this doesn't make your deck 90% of the time. 1.5/5
[CARD]Windborn Charge[/CARD] - Good card. Doubling up the useful Welkin Guide ability gives this a lot of potential as a midgame-breaking card. It usually equals 8 evasive damage coming at your opponent's face and if you're playing green, often a lot more. This card can often tilt the balance in a ground stall or straight up win you the game if you've done enough damage. 4/5
Blue:
[CARD]Caller of Gales[/CARD] - Limited in it's applications, it's a couple of damage early, and then best case later is hovering your green beaters over your opponents creatures. 1.5/5
[CARD]Cancel[/CARD] - Difficult to judge, because it was pretty good in a few formats, but pretty bad in Shards block. The slower the format is, and the worse aggro decks are, the better it gets. This seems to be a pretty fast format, so I'll assume that it's not going to be great. 2/5
[CARD]Into the Roil[/CARD] - This is a good card. 3.5/5
[CARD]Ior Ruin Expedition[/CARD] - This is like a worse version of Courier's Capsule. It doesn't fix mana problems, and like all the quest enchantments, it sucks as a topdeck. I still think it's playable in the right deck. 2/5
[CARD]Kraken Hatchling[/CARD] - Blue steel wall. It does what it does pretty well, which is make your slow, controlling deck not lose to early aggressive creatures, and will most likely keep your life total quite high for a long period of time. 3/5
[CARD]Paralyzing Grasp[/CARD] - Good blue removal. 4/5
[CARD]Reckless Scholar[/CARD] - For a looter, going from 2 mana to 3 mana is a pretty big jump. It doesn't make 2 land hands as keepable, and it doesn't start digging until turn 4. The extra power is pretty much irrelivant. Not a very good card. 2/5
[CARD]Shoal Serpent[/CARD] - This is actually a pretty good creature. A big roadblock that gets in there often enough. 3/5
[CARD]Sky Ruin Drake[/CARD] - 2 power fliers for 5 are usually underwhelming, but this one has a huge ass. Hard to kill, blocks and survives just about everything, and has the power to discourage attacks. I think these guys are pretty badass. 4/5
[CARD]Spell Peirce[/CARD] - Negate effects are so-so in limited (though I thought negate was quite good in M10 Sealed and Draft), but this one has the disadvantage of sucking late game. 1.5/5
[CARD]Spreading Seas[/CARD] - Unlike most Sea's Claim effects, this is actually not a terrible card. Sorcery speed cycling that has the potential to landscrew an opponent. The card draw makes this a runnable 26th-27th card to fill out your deck. 2/5
[CARD]Summoner's Bane[/CARD] - 4 mana counterspells are pretty poor, and 4 mana Remove Souls are even worse. It comes with a 2/2, so the package is a little prettier, but I actually don't like this card very much. 2/5
[CARD]Tempest Owl[/CARD] - This is pretty much dreck. As a 2 drop, it's poor, and as a 7 mana Panic Attack, it's godawful. 1/5
Trapfinder's Trick - Awful. 1/5
[CARD]Umara Raptor[/CARD] - Now we're talking! Wind Drake+ is good. This goes from being a solid addition to beastly depending on how many Allies you have, so draft accordingly. 3/5-4/5
[CARD]Welkin Tern[/CARD] - Another very, very solid flier for blue. You pick up a couple of these, and you're sitting pretty. 4/5
[CARD]Whiplash Trap[/CARD] - How often is the trap going to trigger? I don't think it's going to be very often at all. I'd treat this as a 5 mana instant speed Undo, which, while not unplayable, is pretty bad. 1.5/5
[CARD]Windrider Eel[/CARD] - Another really good flier for blue. 4/5
Black:
[CARD]Crypt Ripper[/CARD] - Another one of those cards that has to be evaluated based on your color. However, this is better than most shades, because it's bigger, and Haste is a very relevant ability. This card is more than playable in a two color deck. It's a 3/5 in a two color deck, and a 4.5/5 in a mono black deck.
[CARD]Desecrated Earth[/CARD] - This is a very interesting card. Against another slower deck, this can hurt a LOT. 5 mana is on the high side, but it's good in a lot of matchups. 3.5/5
[CARD]Disfigure[/CARD] - Very good card. Not just a creature-only shock, it's also a combat trick that is very difficult to play around. Pick up lots. 4/5
[CARD]Giant Scorpion[/CARD] - Another solid card. Control decks are going to love this thing. It stops 2 power creatures in their tracks, and anything that trades with it is going to cost more. You want lots of these dudes. 3.5/5
[CARD]Grim Discovery[/CARD] - How much land destruction and/or lands going to the graveyard is there going to be in a typical game? Hardly any at all. It's an overcosted Raise Dead almost all the time. 1.5/5
[CARD]Gul Draz Vampire[/CARD] - Good card. I originally had this a 1.5/5 because I didn't know it got fear when the opponent gets under 10. Now it does a bit of damage, waits around for a bit, and then "turns on" if you do a bit more damage. Good for a 1-drop. 3/5
[CARD]Hagra Crocodile[/CARD] - Ehhhh. Can't block. 4 mana. Fragile body. All of these things are working against it. It's going to trade down more often than it's going to slam in there. 1.5/5
[CARD]Heartstabber Mosquito[/CARD] - Nice! This is a very playable card. 2/2 fliers for 4 are playable, and the kicker is very relevant, if a bit pricey. Pretty much the ideal topdeck in a long, drawn-out game. 3.5/5
Hideous End - More removal you say? Awesome! The 2 life smack is a nice little bonus. 4.5/5
[CARD]Mindless Null[/CARD] - Oh wow. Terrible. 1/5
[CARD]Mire Blight[/CARD] - Very suboptimal removal. 1.5/5
[CARD]Nimana Sell-sword[/CARD] - Hill Giants are playable. Insert the part about it being better with Allies. 2.5/5-3/5
[CARD]Soul Stair Expedition[/CARD] - Gah. This is not very good. 1.5/5
[CARD]Surrakar Marauder[/CARD] - Neat! The only problem is that the ability is sort of reversed for how you want it to work. You want early-drop creatures to be evasive later, when early in the game it doesn't matter as much, and you're going to have to topdeck lands to turn this guy on. Still, this is going to add up damage on your opponent pretty quickly. Solid mid-pick. 3.5/5
[CARD]Vampire Lacerator[/CARD] - An aggressive 1-drop with an ability that fits it into aggressive decks almost exclusively. No sitting back and waiting with him. 3/5
[CARD]Vampire's Bite[/CARD] - This is pretty poor. As a combat trick, it's most likely a 2-for-1 for them. It's value comes when you have evasive guys, and you're trying to win a race. It offers a substantial life swing when it's kicked. I'm not keen on cards that require evasive creatures in order to be useful, but I think I might be going against the grain by saying that it's not unplayable. I think it can make it in a decent deck. 2/5
Red:
[CARD]Bladetusk Boar[/CARD] - Here's a guy you want. This is sort of like a red Snapping Drake, which is kind of awesome, especially for a more aggressive color. Solid early-mid pick. 4/5
[CARD]Burst Lightning[/CARD] - Well, this is a very good spell. Both the normal function and the kicker are important. Being able to dome for 4 is an incredible luxury that just pushes this over the top. Probably the second-best removal spell at common. 5/5
[CARD]Demolish[/CARD] - Sideboard card that can sometimes sneak in maindeck. It's function is to prolong the early game, which means that aggressive decks value this more highly. The artifact removal capability isn't going to matter very often. 2/5
[CARD]Goblin Bushwhacker[/CARD] - A mini pump ability attached to a small body. This is not very good. 1.5/5
[CARD]Goblin Shortcutter[/CARD] - This is a decent aggressive creature that doesn't lose all of it's utility later in the game. 2.5/5
[CARD]Goblin War Paint[/CARD] - Giant Strength++. You will play this sometimes. 1.5/5
[CARD]Highland Berzerker[/CARD] - It's an aggressive Ally. The first strike ability isn't too important, but the fact that it triggers other Allies, and you don't absolutely need a ton of ally creatures to make it playable are both good signs. 2.5/5
[CARD]Magma Rift[/CARD] - It's removal. This has a fairly substantial drawback, but it's going to kill 90% of the dudes in this format, so you can ignore that and pick it highly. 4/5
[CARD]Molten Ravager[/CARD] - Storm Shaman strikes again. This ranges from "meh" to pretty good. Unlike the black common shade, you don't want to play this in 2 color decks. 1.5/5-3/5
[CARD]Plated Geopede[/CARD] - Much has already been written about this card, but it's definitely a good card. Hard to block effectively, and when coupled with green's mana acceleration, it can get beastly. It actually reminds me a lot of Akki Underling (though obviously not as good) in that it looks great when you drop it on turn two (and not so much after that) and it's absolutely acceptable to keep it and 4+ lands in your opening grip. 3.5/5
[CARD]Ruinous Minotaur[/CARD] - I like this guy. The trigger only happens when you connect, which is obviously good. You don't need to worry that much about trading down, because it only costs 3. Trading a land for a lava axe is totally fine. 3/5
[CARD]Seismic Shudder[/CARD] - Well, we've already seen a shitton of common 1-toughness red 2 drops, so this is obviously not very good in an aggressive red deck (derp derp derp). It does do a pretty good job of slowing or stopping aggro decks. There are a good deal of cards that have 1 toughness in this format. Draft this late, put it in your sideboard, and be happy. 2/5
[CARD]Shatterskull Giant[/CARD] - Perfectly acceptable. 2.5/5
[CARD]Slaughter Cry[/CARD] - This is a good trick for red, much better than it usually gets. 2.5/5
[CARD]Spire Barrage[/CARD] - Siesmic strike that hits players at 5 mana. I mean, this is pretty good. 5 mana is quite a bit, and it's sorcery speed, and it doesn't gain you life like Corrupt or Tendrils, but it's still removal, and it can go to the dome. Doesn't play all that well with the other sacrifice-a-land cards in red. 3.5/5
[CARD]Torch Slinger[/CARD] - More removal for red. You can pretty much ignore the unkickered version, because it's a grey ogre. 5 mana for a shock and a guy isn't exactly knocking the doors down, but the amount of times this is going to be a 2 for 1 is high. There are a lot of creatures with 2 toughness or less in this format. 4/5
[CARD]Tuktuk Grunts[/CARD] - Another fine Ally. Like a few of the other ones, it has an average body to casting-cost ratio, so it's fine even if you don't have other allies. Pick it up mid-late. 2.5/5-3.5/5
[CARD]Zektar Shrine Expedition[/CARD] - This is probably the most powerful effect out of all of the Expeditions. It loses points because there isn't any sort of surprise factor. Still, 7 damage coming at an opponent is not a small amount. 2.5/5
Green:
[CARD]Beast Hunt[/CARD] - Chaff. A lot of the time, you pay 4 mana for 1 card, and that's just garbage. 1.5/5
[CARD]Grazing Gladeheart[/CARD] - Turns all of your lands into Kabira Crossroads. Seems pretty decent in a slower deck. 2.5/5
[CARD]Harrow[/CARD] - Harrow is going to be a pretty high pick in this format due to the number of landfall triggers there are, and being able to hit 3 in one turn will be pretty important. It also fixes your mana like a sumbitch. 4/5
[CARD]Joraga Bard[/CARD] - This is probably one of my least favourite Allies. The ability isn't good, and it's a 1/4 for 4. I wouldn't be very excited to play this even in an allies deck. 1.5/5-2/5
[CARD]Khalni Heart Expedition[/CARD] - This is one of the better expeditions. Like Harrow, getting 3 landfall triggers in one turn, accelerating, and fixing mana are all good things in this format. This also helps to trigger other expeditions. 3/5
[CARD]Mold Shambler[/CARD] - This is a good dude. I like him better than Acidic Slime if it were in ZEN, because 3/3 is pretty huge in this format with all of the 2 power creatures running around. The kicker is okay, and hitting lands even on turn 6 can be important, and sometimes your opponent has a troublesome artifact or enchantment (though that's not that often). 3/5
[CARD]Nissa's Chosen[/CARD] - As I just mentioned, having 3 toughness is good. Being a 2/3 for 2 makes this a pretty good offensive creature, and the fact that it can block other aggressive creatures without dying makes it a good defensive creature too. This will make your maindeck more often than not. 3/5
[CARD]Oran Rief Recluse[/CARD] - This is probably a sideboard card. There isn't too much flying in this format ouside of blue and (sort of) white, and the body is sort of poopy. It's a sideboard card against blue. 2/5
[CARD]Oran-Rief Survivalist[/CARD] - This is the backbone of good Ally decks. A grizzly bear coming into play, it grows for every Ally you cast after it. This is a high pick. 4/5
[CARD]Primal Bellow[/CARD] - This is pretty good. Assuming you're a two color deck split down the middle, this is equal to a giant growth on turn 6, and a +2/+2 on turn 4. Assuming you're mono green (or close to it), this is insane, and you should gobble it up. 2.5/5-4/5
[CARD]Relic Crush[/CARD] - Big, expensive artifact/enchantment destruction that can do it twice. Garbage. 1/5
[CARD]Savage Silhouette[/CARD] - This is sort of like Sheild of the Oversoul, just like that red haste enchantment was like Clout of the Dominus. It gives the P/T bonus, and makes it very difficult to kill (there are no things that stop regeneration in this format). You just want to cast it with regen mana up, so you don't get smoked by removal. 3/5
[CARD]Scythe Tiger[/CARD] - I really don't like this guy. If it were Rogue Elephant, it would be a ton better, but as it stands, it has 2 toughness, and so it sucks shit. Just like nobody wanted to remove Mist Leopard, nobody is going to care about this guy. 1.5/5
[CARD]Tanglesap[/CARD] - Doesn't cut it. 1/5
[CARD]Terretorial Baloth[/CARD] - This is awesome. 5 mana for a 4/4 is pretty standard at common, and it has +2/+2 landfall, so he's often going to be bigger. Harrow/Khalni Heart Expedition after blockers can make this guy a 10/10. 4/5
[CARD]Timbermaw Larva[/CARD] - This guy is also good. If you are mono green, he is first-pick quality. He reminds me of Hungry Spriggian. He's going to be pretty good in 2 color decks too. 3/5-4.5/5
[CARD]Vastwood Gorger[/CARD] - Unlike in Shards block, there isn't a whole ton of fat at the common level, so this guy is going to be enormous in comparison. 3.5/5
[CARD]Zendikar Farguide[/CARD] - It would be easy to write this guy off, but I think he's decent. Most likely a sideboard card, he can make your maindeck sometimes. 2/5
Artifacts:
[CARD]Adventuring Gear[/CARD] - Good stuff. Best common equipment. Combined with acceleration, this can make things beastly, and it's cheap. Play it turn 1, play your creature turn 2, equip turn 3, and go to town. 3/5
[CARD]Expedition Map[/CARD] - This isn't very exciting. Most of the time it's just a land with a manacost, but sometimes it has extra value. Getting a fetchland with landfall guys on the board can be important. If by the odd chance you are monocolor and you got one of the (good) rare CITPT lands, you'll probably want to play this. 1.5/5
[CARD]Explorer's Scope[/CARD] - I like this card. It's a landfall enabler, and it's cheap as heck. 2.5/5
[CARD]Hedron Scrabbler[/CARD] - This is not very good. You need to make at least a land drop a turn in order to make this even halfway decent as a grizzly bear. People might get confused and put it in their "landfall" deck, but you shouldn't get confused. 1/5
[CARD]Spidersilk Net[/CARD] - This is pretty bad. Toughness-only equipment is sort of hard to justify playing, even though it's really cheap. 1.5/5
[CARD]Stonework Puma[/CARD] - The question you have to ask yourself is whether or not you are playing Allies. If you are playing Allies, this will probably make your deck. If you are not playing Allies, this will not make your deck. 1.5/5-2.5/5
Lands:
[CARD]Kabira Crossroads[/CARD] - I like this land. It's one of the lands you want to play on your first turn in a controlling deck. It's a shame that white is so poor, and so inclined towards aggro. This isn't something you want to splash for, however. 2/5
[CARD]Pirhanna Marsh[/CARD] - This land is pretty bleh. 1 life is not very relevant. I don't know if you even play this in aggressive decks, because the payoff is so poor, and it could possibly distrupt your curve. 1.5/5
[CARD]Soaring Seacliff[/CARD] - This one could possibly "sea" play in the right deck. Probably something like UG or UR. Making your big guy fly over and smash your opponent is pretty good for just a land drop. 2/5
[CARD]Teetering Peaks[/CARD] - This is the best of the cycle, and one of the only ones you could possibly consider drafting over "real" spells for your deck. This also shines in a UR deck, because of the higher density of evasion cards. You might even want to splash for it, depending on how aggressive you are. 2.5/5
[CARD]Turntimber Grove[/CARD] - This one isn't great. The best case scenario for this is that it makes one of your creatures a bit too big to block profitably, and they have to let it through or chump it. 1.5/5