Valentin, a highlander staple from Turku, starts off a multi-part article series of midrange staple cards in European Highlander. In this third part, he will go through white.
Part 1: Introduction
Part 2: Colorless
Part 3: White
Part 4: Blue
The color with best removal, but weakest threats. There are a few white cards that are good for racing, but not enough for it to matter. Usually white creatures have weak statlines, which is compensated by some kind of utility. On the other side, there is nothing white cannot deal with and has good options for hating anything specific.

Removal
Solitude (A)
Both modes are good and the lifelink on top is surprisingly relevant.
March of Otherworldly Light (B+)
You spend more mana on removing than the opponent spent to play the card, but the sheer universality of the card makes it very strong.
On Thin Ice (B)
Very efficient, but restrictive. Sorcery speed and requires snow lands. There is also the fact that the opponent can remove it and that it targets only creatures. Still a strong option for 2-colored decks and a good tutor target for decks that play Kellan, The Fae-Blooded
Portable Hole (B+)
Cheap efficient and hits a lot of stuff. As a side benefit, it makes Urzas’s Saga tokens bigger.
Prismatic Ending (A)
The more colors, the better it is, but a strong card even in 2 colors. Arcum’s Astrolabe and Currency Converter in the deck make it easier to hit extra colors.
Swords to Plowshares (A+)
Best creature removal in the game is still the best.
Balance (A)
One of the reasons to go white. Helps against aggro by killing board, helps against lands decks by making the sac lands. When mulliganing, this can even out the field. Also helps reduce card disadvantage from free spells. Works as a discard outlet for reanimation strategies and can be abused by artifact mana. The downside is that when you are ahead, this is a dead card in hand, which is not too horrible, but sometimes can prevent you from pushing that last damage, so the card is not that good in more aggressively oriented decks.
Get Lost (A)
A very strong removal spell. Killing planeswalkers is a big deal. Would run even in 4+ colors.
Unexpectedly Absent (A-)
Double white might get restrictive, but hitting anything nonwhite makes up for it.
Skyclave Apparition (A)
This is a 3 drop and double-white, but the effect is so universal and strong (and you have the body as well). Also nice that can be found by recruiters.
Witch Enchanter // Witch-Blessed Meadow (A)
A land and a disenchant. Probably the strongest MDFC card that I would make room for in anything white with 1-3 colors. When running 4+ colors it is still strong, but since this is in a land slot, it becomes a bit more difficult fitting it in. As a side note – running more than 3 MDFC cards is generally too greedy and ill-advised.
Eiganjo, Seat of the Empire (A)
Same augmentation as Witch Enchanter. This is weaker, but also doesn’t cost life on the land side.
Mana Tithe (B)
Not the removal, but close enough. The effect is unique, so it is easier to catch an opponent with this than in blue. Does need other effects of this type to work well (Esper sentinel, winter orb, etc.). Overall, same as with blue counterpart – the more aggressive the deck, the higher likelihood you would want this, but for grinder builds this tends to be weaker, unless you have enough ways to utilize this (for example if you have red splashed with cards like Party Thrasher and Inti, Seneschal of the Sun)
Oust (C)
Sorcery speed, doesn’t get rid of permanently and gives life. Okay solution for when you need the effect but would try to play better options.
Path to Exile (C)
Instant speed, one mana, exile. VVery strong upside, but giving land is a very strong downside as well. I have seen enough people play it to say that it is an okay inclusion into the deck when you feel that you need this type of effect, but due to how much value the opponent gains from this, I would avoid this and only add this when you are certain that this is necessary.
Damn (B-)
Essentially this is wrath of god that has some added modality if you are running black or have cards that give mana from off-colors (most commonly – Currency Converter, Arcum’s Astrolabe, Deathrite Shaman, Ragavan, Nimble Pilferer). For UW(x) decks there is also the added synergy of Spellseeker tutoring and Waterlogged Teachings providing black. Having one tutorable wrath effect might not be necessary and has slight anti-synergy with general gameplan, but can be a good safety valve. On the other hand, when running black this has very high modality.
Wrath of the Skies (C-)
Would be a strong universal removal if there were more cards that provide energy for 0-1 mana. As it stands, it feels worse than some wrath effect. Possibly worth a consideration when metagame will have a larger percentage of artifact and/or lands decks.
Soul Partition (C-)
Hitting your own The One Ring is a nice combo, but this is a tempo oriented card. Might be worth considering in aggressive builds, but it would be weak even in them.
Razorgrass Ambush // Razorgrass Field (B-)
Would have easy A before the MH3, but when it is competing for slots with other MDFCs, this loses out and I tend to cut it more often than not.
Fateful Absence (C+)
This is not unexpectedly absent, but still a decent removal. Because different oath decks are viable in the format there is tension of how many removal spells that target only creatures you can run. This is one of the options for those situations.
Lost to Legend (C-)
Double white with a restrictive targeting conditions puts this on the bottom of the list, but instant speed and general usefulness still keep it on the list of cards to remember.
Thraben Charm (B-)
Instant speed gravehate, creature and enchantment removal. As expected of a charm, this has a very good modality, but all the effects are a bit overcosted or restrictive. The main mode is creature removal, but killing the Overlord of the Balemurk or destroying Urza’s Saga are nice. The grave-hate mode is what pushes this into[/c] (B-)tier. Overall this is an okay catch-all removal spell, which I would play in 2-colored decks but would cut when something better is printed.
Exorcise (C+)
Exile and modality are balanced by the sorcery speed. The card is decent, but felt a bit weak.
Static Prison (B-)
3 turns to keep any threat away is a long time. For some decks this is enough (for example more aggro or combo oriented decks) while other might want to have a more permanent solution. Another important point of consideration are energy-synergies, which are a bit scarce, but red has some interesting additions.
Council’s Judgment (C)
3 mana is just too much, but killing True-Name Nemesis or anything ward protected is still a valid reason to run this. I would say that this is too slow for the current meta, but still a valid card for consideration.
Leyline Binding (A-)
One of the strongest removals for any decks that has 4+ colors, but a bit expensive for anything with 3 colors or less.
Terminus (C+)
Situational but efficient mass removal. Not good enough by itself, but it’s best mass removal target for Mystical Tutor (although Balance might be better) and makes Personal Tutor worth consideration in slower decks that can use this. Also synergy points with Brainsurge and anything that allows drawing cards at instant speed.
Spectacular Pileup (C)
A five mana wrath in a format with Balance is severely overcosted, but cycling gives this much needed versatility in combo matchups.

Threats
For white decks the threatening aspect doesn’t come as much from the strength of the creatures, but more from how much they disrupt the opponent’s gameplan or how much value they bring. The stats on the white creatures haven’t been powercrept as much as for other colors, but it is compensated by the fact that certain creatures can shut some strategies entirely. It’s also notable that unlike blue, red or black, there is a relatively low number of strong value 2-drops. There are 2-3 really strong ones, but you will mainly be relying on other colors for turn 2 threat.
Seasoned Dungeoneer (A)
Gives initiative and helps in getting it back. One of the strongest 4-drops in the format.
Adeline, Resplendent Cathar, Brimaz, King of Oreskos (C+)
Not that good from a value-perspective but a strong aggressively oriented 3-drop. The reason for the ranking is not because it is weak, but because there are plenty of other 3-drops that are comparable in powerlevel and fit midrange gameplan better.
Esper Sentinel (A-)
Has many synergies and a potential source of card advantage. The statline is weak, so could be a B ranking, but the effect is just so strong that I would rarely be cutting this from 3c decks. It is important to note that unlike other types of effects, the effects of taxing effects like these are not as visible and might feel weaker than they actually are.
Thraben Inspector, Novice Inspector (B+)
An okay body and a way to replace itself. A decent all-around staple. Never bad, but needs equipment or other ways to compensate for low attack.
Ocelot Pride (A)
A one drop that can run away with the game if left unanswered. Surprisingly easy to trigger ascend. There are a surprisingly high number of good cards that make tokens and this gets notably better with any type of buffing or other lifegain effects.
Ajani, Nacatl Pariah (A+)
At it’s best when you can get red creatures (notably Sand Scout gives red tokens even when not running red) and have ways to kill your own cats (Phyrexian Tower, Lazotep Quarry, Birthing Ritual, Birthing Pod being the easiest inclusions)
Phelia, Exuberant Shepherd (A)
Instant speed, good synergies, removal on tokens and falter on non-tokens. Very strong and versatile
Samwise, The Stouthearted (A)
Recurring threats after removal does not happen as often as one would want, but being flash speed and returning fetch is a strong value play. Having Karakas can allow you to get very strong value with this and tempting with the ring becomes a very real threat
Sand Scout (A)
A strong value creature with good synergies. Even without desert synergies, this has the ability to generate tokens from fetches or land discards quite easily. Lazotep Quarry is a good default target, but Ramunap Ruins and Scavenger Grounds are good versatile backup targets. Infir Dreadlands is okay, the cycle of 2 colored deserts that ping the opponent from Outlaws is also an interesting option as it is a surprising way to deal damage.
When discarding land to the Currency Converter, this triggers. When you put the land back to the grave with the converter, this triggers again if this is not the same turn.
Stoneforge Mystic (A)
An all-format-staple is staple in this format as well. I have felt that the card is a bit weak lately with all the power creep, but any time I cut this, the deck always felt weaker. Could see this being cut in 3 color decks, but it is rarely the correct choice due to the utility it provides. Best targets:
- Kaldra Compleat and Batterskull are both strong options and could be played in the deck for surprise factor or other synergies, but otherwise they are too overcosted when drawn without mystic or if mystic dies after it tutors them.
- Shadowspear is weakish, but if you have high creature-count, need more lifegain or need additional targets for Urza’s Saga, this can save you slots in the deck.
- The Aetherspark is hard to remove and can give a good card advantage. The issue is that white by itself doesn’t have that many big creatures to boost loyalty on spark, so it is a bit inconsistent.
- Umezawa’s Jitte is not as broken nowadays, but still a strong option when playing against creature decks. Also, this is a good way to utilize your weak creatures.
- Pre-War Formalwear is one of the strongest targets. Midrange decks are full of good targets to return and those become even more annoying when buffed.
- Lion Sash offers good gravehate and a threat, as well as a card that can turn other smaller creatures very threatening. Currently feels like mandatory inclusion for mystic target.
- Assimilation Aegis is a strong new option that allows Mysic to tutor for a creature removal that allows you to utilize your weak creatures better. A strong option if you need the effect but not mandatory.
- Cryptic Coat is the most versatile threat that Mystic can tutor. Unlike Batterskull and Kaldra Compleat, this is reasonable to cast and has very nice synergy with mystic’s ability.
- Ogre-Head Helm is not a strong target, but it is a way to draw cards, so interesting due to interesting interaction.
- Embercleave is strong as it forces your opponent to play around it even if you don’t cast it.
Staff of the Storyteller (B)
There are so many strong cards that create creature tokens now, that this is a strong value card that is not too restrictive.
White Orchid Phantom (C)
The stats and abilities are good, but there are plenty of better 2-drops. This is a good card to consider when you don’t play strong nonbasic hate (moons, magus, harbinger, b2b) and want something to deal with problematic lands.
Triumph of Saint Katherine (B-)
5/5 lifelong for 1W is a very strong statiline, especially when it returns after being killed. The issue with this card is that you rarely decide when you get it for that cost, which might break your game plan and casting it for 5 is quite weak. Having Worldly Tutor makes it more viable, but should generally be avoided, unless the metagame feels aggressive.
Timeless Dragon (B)
Search for a land (possibly dual, surveil or cycle) at instant speed and then become a threat. There is a lot of value in this card and I like it a lot, but both modes are a bit slow and I find myself cutting this after the release of MH3. Still a decent option, but most likely not the optimal one.
Splitskin Doll (C-)
Best case scenario is 2 mana 2/1 that draws a card, which is okayish, but default is the loot option, so needs synergies with discard triggers. Generally not strong enough, but sometimes you are searching for a 2 drop that has synergies and this might just fit the bill.
Loran of the Third Path (C)
An okay disenchant effect that has good Karakas synergies and is good with all the effects that trigger/deny opponent’s card draw. Though this is a bit weak for sorcery speed 3-drop. Especially when 3+ colored decks usually have better options for this effect. I would run this when the metagame has a high number of artifacts/enchantments that need breaking so you want to have multiple dedicated disenchant cards.
Ranger-Captain of Eos (A)
High utility and strong power level. The reasons not to run this is when double white is too difficult, when you don’t have good one-drops for this (which shouldn’t really happen) or if you are blue and want to avoid sorcery-speed 3-drops.
Veteran Survivor (C)
A good one drop if you want to be aggressive. There are a lot of better options, but this is fine.
Kytheon, Hero of Akros (C-)
If you manage to flip it, then you are ahead enough that there are plenty of one-drops that would have been just as good or better. The second ability is just too expensive (sometimes comes up but you are quite behind if you have mana to pay for it).
Figure of Destiny (C-)
Requires too much mana investment to actually do something.
Leonin Arbiter (B)
A very annoying hoser. Breaks gameplans of many decks, but on the other hand quite useless in some matchups. Mainly for 2 colored decks that need something to slow down the opponents combo.
Charming Prince (C)
Requires you to have a creature with good ETB ability to provide actual value, but has decent secondary options. Running something stronger is usually more advisable, but if the deck has enough blink synergies, then this becomes a decent option.
Recruitment Officer (C+)
Another aggressive one-drop. However, this one has a manasink ability that is okay. Something worth considering in 2-color decks that want to apply pressure fast, but also that don’t want cards that are useless lategame.
Containment Priest (C)
A 2 mana flash with no abilities is weak. This has a nice combo with Phelia, Exuberant Shepherd, but unless playing against oath or reanimator, the ability doesn’t do much. On the other hand when wanting to tune the deck against a reanimator, this is a strong option.
Serra Paragon (C-)
A 4 mana sorcery speed threat that produces value. There are better options, but this one is still worth mentioning.
Thalia, Guardian of Thraben (B+)
While the effect is symmetrical, most often the opponent will want to kill this ASAP, so you won’t even feel it. The statline is fine and the tempo gained from this is strong. It also hoses some decks very strongly. Still, blue decks probably won’t want this, while in 3+ colored non-blue decks this might not make the cut.
Boromir, Warden of the Tower (C)
A hatebear with some modality. Makes sense in monowhite, but even when playing 2 colors this doesn’t feel like it would make the cut as the effects are too narrow.
Archon of Emeria (C)
Very annoying card to deal with, but midrange doesn’t want to spend slots on hatebears and wants to play something more proactive instead. Still, this is worth considering in 2 color white decks simply because of how universally annoying the effects are.
Thalia, Heretic Cathar (C-)
If you are running Archon of Emeria, then this can be a second copy for redundancy, but is still notably weaker.
Guide of Souls (B+)
Easy way to generate energy and also good payoff. Good threat even when no other energy-synergies are present in the deck. Lifegain is also not irrelevant.
Elite Spellbinder (B)
Evasion, 3 power and a way to hose combo. This has strong overall stats and one of the rare effects that disrupt an opponent’s hand. Blink synergies are also nice.
Lurrus of the Dream-Den (B)
A 3-drop, but provides a good value. Usually you want to at least have Mishra’s Bauble to get free value. The downside is that by itself it does nothing and requires you to have stuff in the grave and mana to cast it. Generally I would say that something more consistent is better, but the power level it provides is worth the tradeoff, so more a question of taste.
Beza, the Bounding Spring (C)
After playtesting this, it felt a bit weak. Costs 4 and doesn’t actually let you get ahead. Okay combo with blinking and Karakas, but would rather run something more reliable as the floor on this 4 mana 4 / 5 which is not worth the slot.
Palace Jailer (B+)
Monarch with removal is very good even at sorcery speed. The issue is that currently getting monarch back is not that hard, at which point this becomes 2/2 for 4. A swingy card, but a very strong one. I tend to cut this lately because double white is not free in 3 colors and there is usually enough more consistent stuff even in 2 colors, but this is still very strong.
Cave of the Frost Dragon (B-)
A man-land that comes into play untapped sometimes. It’s easy to fit this into a manabase, but I tend to prefer running basic land over this in 2-color decks and there isn’t room for this in 3-color decks.
Sun Titan (C-)
6 mana is just so much that this is not viable unless the deck has a consistent way of ramping into this or otherwise cheating this into play. Unfortunately even when that happens, there are generally better options.
Virtue of Loyalty // Ardenvale Fealty (C)
A 2/2 flash with upside later sounds like a good deal, but that upside later feels kinda weak (requires you to have something on the board already).
The Wandering Emperor (B)
One of the 4 drops that I keep adding and removing from my 2-colored white decks. The power level is strong and versatility is high. Having flash is also very nice, but it felt a bit underwhelming lately.
Court of Ardenvale, Court of Grace (C)
Getting monarch was one of the best things you could do, but now just monarch is not enough and the secondary effects are too conditional and not worth the cost.
Skrelv’s Hive (C)
A Bitterblossom for white is strong, but slow. It’s a good way to get value and have nice artifact synergies, but something stronger by itself is preferable to this.
Sanctifier en-Vec (B)
This shuts down some decks by itself. There is a caveat that it requires some equipments to be a good threat (and do something not against decks in bant colors). This does nothing in a metagame where very few decks are in Rakdos colors, but as long as reanimator and UR tempo are considered top tier decks, this will continue being a very strong option. There is an argument for the fact that it is inconsistent (in that it is kinda dead in some matchups), but from my experience it is at least semi-relevant all the time and it just wins some games by itself.
Regal Bunnicorn (C-)
Currently it’s a bit too hard to make this work, but the potential is there as it can become very big under correct circumstances.
Cathar Commando (C)
A flash guy that can work as a disenchant. This is a bit expensive and inefficient, but when you need this effect, this is fine. Also works decently well as a clock.
Archivist of Oghma (C+)
When timed correctly it already cantrips, which is a decent value, but it is a bit restrictive and depends on the matchup. Having flash also allows it to work well in blue decks, but it’s usually better to run something that does not depend on the opponent to be good.
Deep Gnome Terramancer (C)
A nice and unique effect. Fine 2-drop, but would rather run something stronger by itself.
Aven Mindcensor (C+)
An Opposition Agent at home. The effect is much weaker but still has potential to break the opponent’s gameplan. Not a good fit for general midrange strategy, but a strong enough hatebear with flash that is worth considering when a deck wants to get a few more winpercents against combo decks.
Extraction Specialist (C+)
Effect is very strong. Usually there are good targets in midrange decks, but it does assume that your grave was not exiled. Low ranking is mainly due to the plethora of other options for a 3 drop rather than weakness of this card.
Overlord of the Mistmoors (C+)
4 mana is a lot, but it gives tokens immediately and does not require any additional costs.
Jacked Rabbit (C+)
At every cost this is below the curve, but when combined with any power buffing effect, this becomes a very potent threat. It is also nice that it is okay early game and works as a mana sink. It does feel a bit slow, which is why I don’t rank it as B, but might revise my opinion upwards when I see this more.
Anointed Peacekeeper (C+)
A very good hatebear that can work as an answer to anything… And that costs 3 mana. Being as expensive as it is makes it hard to justify in anything that is 3+ colors, but still a solid option for 2 color decks that want hatebears against control and combo. Even 3 color decks could consider this as a silver bullet for green or black tutor effects.
Basri, Tomorrow’s Champion (C-)
This is at its best in aggressive midrange decks that play some other cats and need more one-drops which are efficient. Still, the cycling ability is overcosted and exert ability is not generally not worth the investment in aggressive shells. Unfortunately at the moment there are only three cats that are usually worth the slot (Lion Sash, Ocelot Pride and Ajani, Nacatl Pariah), so not really that much of consideration anywhere outside monowhite.
Astrid Peth (B)
Another one of those obscure cards from the Fallout set that seems innocent at first but very strong when you get to play with it. Essentially it gains you life, fixes top decks and grows bigger at instant speed, which is a good set of abilities for any 2-drop to have.

Utility
Karakas (A+)
A free inclusion for any white deck that provides synergies and pseudo-removal.
Ephemerate (A)
Strongest blink effect in the game with a lot of good synergies. There are midrange decks that are light on creatures where this could be cut, but it’s so easy for this card to generate 2 for 1 or 3 for 1 that it’s not a good idea to cut this.
Enlightened Tutor (A+)
Best targets are The One Ring, Back to Basics, Urza’s Saga and Detective’s Phoenix. There are a lot of others as well but the card disadvantage is well worth the utility and I consider this one of the bigger reasons for playing white.
Lion Sash (B+)
Not the best gravehate, but the fact that it is tutorable makes it nearly mandatory for any deck with Stoneforge Mystic.
Eagles of the North (C-)
Other cards of this cycle are easy additions to the decks of corresponding colors. This on the other hand has such a weak body that casting it feels actively bad. The only situation where I see this being relevant is when you need it into the grave for some reason (for example you need it to collect evidence for Detective’s Phoenix).
Jolted Awake (C+)
The fact that it can return artifacts is useful (mainly with Mishra’s Bauble), but rarely relevant. The more important problem with the card is that your best targets are usually at cmc 3, which means that you need to have energy synergies for this to make the cut.
Reprieve (B)
Unique effect for white decks that gives tempo. The only downside is that it does not let you get ahead, but only keeps you ahead if you already are.
Pre-War Formalwear (A)
Can get a strong creature back from grave and give it notable buffs. It also has very strong synergies. This is not mandatory inclusion if the deck is light on creatures, but nearly always a very strong option. Especially when played at instant speed from mystic.
Sevinne’s Reclamation (A)
Considering the mana curve in midrange decks, this returns anything. Default card for intuition/gifts piles. Very high versatility. The downside is that midrange decks don’t want to rely too much on recursion from grave as it is too easy to hate out, so if you already run Pre-War Formalwear or do not run many creatures (ie. a deck is more control-oriented), then it might make sense to play another threat in this slot.
Krovod Haunch (C)
The card makes sense when you have a lot of small creatures that you want to buff. The upsides include lifegain and the ability to get more creatures at instant speed, so the card fits well with Humility, Stoneforge Mystic and Staff of the Storyteller. Otherwise it’s overcosted.
Mother of Runes (A)
Restricts opponent’s removal options quite heavily and is 2 for 1 in a basic gameplay scenario. Nearly mandatory inclusion simply for how hard it makes life for the opponent.
Giver of Runes (B)
Opponent can kill this and avoid the need for 2 for 1, but it still works as a magnet for removal, so when the deck has some creatures that it wants to protect actively, then this is an option. On the other hand if the deck doesn’t have a creature combo it needs to protect, then a more value oriented creature would be better in this slot.
Skrelv, Defector Mite (C)
Same as Giver of Runes, but weaker. Might make the cut if artifact synergies are relevant or the combo is important enough that you need a third Mother of Runes effect.
Radiant Solar (C-)
Mainly considerable when running reanimation or other venture into dungeon / lifegain synergies. Main reason for mentioning it is that there is a fallback mode for 1 mana and a nice manasink option, but both are quite underpowered, so need synergies to be playable.
Steelshaper’s Gift (C)
Unlike Stoneforge Mystic, this essentially means you get any equipment from your deck for one additional mana. In my experience it means that it doesn’t make the cut in most midrange decks, but for decks that value equipment higher than normal, it is a good tutor.
Weathered Wayfarer (C+)
There are a lot of good lands to tutor and enabling it is not that hard with fetches (at least one time). It’s also good that it is a one-drop. The downside is that it requires additional investment to work and doesn’t apply pressure by itself.
Wall of Omens (C+)
Good blocker that has synergies with different blink effects.
Sunset Revelry (C)
When set up succeeds, this does give nice value, but the card fits into the game plan of midrange only when lifegain is relevant. Reasonable card when metagame contains a lot of aggressive decks.
Armageddon (C)
Wins the game when you are ahead on board presence and loses otherwise. Requires the deck to be quite aggressive. Not that good of a fit for midrange as the card isn’t consistent.
Parallax Wave (B-)
The effect is strong, but to be good, it requires specific boardstates, which is not something you want from a 4 mana sorcery speed card that does nothing by itself. There are situations where it can win you the game by exiling an opponent’s creatures or saving/blinking your, but to get proper value it requires you to have notable board presence, which in my mind makes this card a kind of a win-more type effect. Though this does have an option of breaking boardstalls, so it is definitely powerful.
Humility (C)
Generally not a good fit for midrange as these decks have enough creatures that this would affect you quite negatively as well. However, as the metagame is very focused on creatures, it also hoses the opponent a lot as well. If the deck is built correctly, this can be a very strong tech against decks relying on creatures such as oath and other midrange decks.
Moat (C-)
There are so many relevant fliers in the format (and Detective’s Phoenix) that this is a dead card even in many creature-based matchups. The upside is that it doesn’t affect us as much, allowing us to utilize creatures unlike Humility. The downside is that without Humility this is too weak for a 4-mana card when considering all the incidental disenchant effects (especially cards like Boseiju and Otawara). Even with Humility and/or enchantment synergies this is a bit too weak for current standards, but the potential to lock some players out of the game is very strong.
Recruiter of the Guard (C)
3 mana for 1/1 with a tutor effect is a bit overcosted when you could be playing something that could be winning you the game instead. However, if the deck has combo elements, then this becomes a more reasonable inclusion. The question then becomes if it is worth playing over other 3 drops as I am yet to see a midrange deck where it would be correct to play more than 16 3-drops (not counting cards that can be played earlier such as Brazen Borrower).
Tax Collector (C-)
A passable statline and versatile but weak abilities. Could be an option when you want something against combo decks.
Touch the Spirit Realm (C)
This is a good versatile card for decks with a blink theme. Otherwise the modes are a bit overcosted.
The Birth of Meletis (C)
A roadblock, lifegain and a land that can be tutored with Enlightened Tutor. Good for stalling in slower decks and in very aggressive metagames, but a bit too slow for generic midrange decks that want to apply pressure.
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