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Strixhaven Limited Set Review: Lorehold

White / Blue / Black / Red / Green

Silverquill / Prismari / Witherbloom / Lorehold / Quandrix

Colorless, MDFCs and Lands

 

Mystical Archives

White and Blue / Black and Red / Green and Multicolored

 

Welcome to my Strixhaven Limited Set Review! I’ll be taking a look at every card in the set for Limited play and giving each card a grade and commentary. As always, the commentary explains what I see in the card, interesting ways to play it and gives you an idea of how good or bad I think it is. The grade helps drive that home, but the commentary gives you the full picture, so I encourage you to use both to gain more understanding of each card.

 

Header - Ratings Scale

Retired and inducted into the Limited Hall of Fame: Pack Rat, Umezawa’s Jitte, The Scarab God.

5.0: The best of the best. (Starnheim Unleashed, Kaya the Inexorable, Valki, God of Lies)

4.5: Incredible bomb, but not unbeatable. (Crippling Fear, Runeforge Champion, Quakebringer)

4.0: Good rare or top-tier uncommon. (Path to the World Tree, Glimpse the Cosmos, Binding the Old Gods)

3.5: Top-tier common or solid uncommon. (Sarulf’s Packmate, Demon Bolt, Berg Strider)

3.0: Good playable that basically always makes the cut. (Mistwalker, Bound in Gold, Squash)

2.5: Solid playable that rarely gets cut. (Grizzled Outrider, Breakneck Berserker, Beskir Shieldmate)

2.0: Good filler, but sometimes gets cut. (Gods’ Hall Guardian, Broken Wings, Deathknell Berserker)

1.5: Filler. Gets cut about half the time. (Karfell Kennel-Master, Hagi Mob, Cinderheart Giant)

1.0: Bad filler. Gets cut most of the time. (Draugr Thought-Thief, Duskwielder)

0.5: Very low-end playables and sideboard material. (Invoke the Divine)

0.0: Completely unplayable. (Open the Omenpaths, One with Nothing)

 

Header - Mechanics

Let’s start by taking a look at the Strixhaven mechanics – these are general comments about how these will work, though individual cards obviously change things up as they each interact with their mechanic differently.

 

Learn / Lesson

 

This mechanic is split up among Lesson and learn cards. Cards with learn let you reach into your sideboard for a Lesson or discard a card and draw a card. Learn appears on both creatures and spells, and the mechanic as a whole seems relatively well-supported.

The first thing to think about is that you’re paying a bit of a cost on any learn card you play, as having learn is an advantage. If you don’t have some decent Lessons to get, learn cards are often not going to be worth it.

Similarly, Lesson cards are rarely the type of card you actually want in your deck. They tend to be quite narrow or overcosted, which makes sense – if they were just normal cards, the whole mechanic would be pretty weird.

As a result of these two forces, I bet the mechanic plays out about how you’d expect – you want some good Lessons before learning becomes interesting, and you should strive for a mix of the two. In Limited, sideboard space isn’t an issue, so this is a cool way to get access to extra cards. It’s especially nice that you really don’t lack for playables in modern formats, so you aren’t giving up a whole lot when you spend some picks on Lessons for your sideboard.

At the end of the day, this mechanic is priced well if you can get both halves. Learn does put you up a card, even if that card isn’t spectacular, and getting to cycle through lands lategame isn’t bad either. The power level of these cards will of course matter individually, but as a mechanic this looks like a solid one.

 

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