Nyx Infusion- A 3 mana (1 black, 2 colourless) aura that gives enchantment creatures +2/+2 otherwise the creature gets -2/-2. The versatility is nice here…it could be a form of removal for a pesky “bear”, or a nice boost to a creature on your board. Overall, it’s kind of meh, but playable if you are looking for the flexibility this offers. This will be around late in the round, so no rush to grab this up.
Oakheart Dryads- a 2/3 for 3 mana (a green and 2 colourless) this enchantment creature comes with Constellation that says whenever it or another enchantment enters play target creature gets +1/+1 until end of turn. This is a serviceable body, a reasonable Constellation ability, and is generally pretty reasonable, if not exciting.
Oppressive Rays- a 1 white mana aura that prevents target creature from blocking or attacking unless their owner pays 3 colourless. Also, activated abilities of the creature cost 3 colourless more to activate. This is pretty cheap and can really slow down an opponent. It acts much like a Pacifism and strangles off activated abilities making it pretty decent “removal”. You will have to pick your spot and use this strategically because they may just be prepared to pay the cost, particularly the later the game goes, but as an early ay to freeze up your opponent this will be a strong card.
Oreskos Swift Claw- a 3/1 for 2 mana (a white and a colourless) is a good aggressive creature in a White Weenie style deck. He’s a little vanilla, but still solid and aggressive in a draft.
Pensive Minotaur- a 2/3 Minotaur for 3 mana (2 colourless and a red). He’s a solid enough body in red and if you are drafting the B/R Minotaur deck he’s ok, but just a little bland. He’ll still make decks, but is just a dude.
Phalanx Formation- This is a 3 mana (1 white, 2 colourless) for an instant that grants target creature double strike and has Strive to allow you to target additional creatures by paying a colourless and a white. It could be a fun combat trick, but you will need to be careful with all the Strive combat instants that you don’t water down your deck by substituting tricks for bodies.
Pharika’s Chosen- This is a 1/1 for 1 black and you get a snake with Deathtouch. This will see plenty of play and will be an early deterrent to your opponent to attacking because NOBODY like attacking into deathtouch creatures. Sedge Scorpion is solid, and so is this.
Pheres-Band Thunderhoof- Another Centaur, this time a 3/4 for 5 mana (1 green and 4 colourless) and comes with Heroic and gets two +1/+1 counters when targeted by a spell. He’ll be playable, but is a little expensive considering Nessian Courser is a 3/3 for 3 mana, and you then need to work to make this guy bigger, but if you need a sizeable body and solid Heroic trigger this will be just fine
Pin to the Earth- Don’t look at this as an Aura. Look at this as actual blue removal, because a -6/-0 pretty much means the creature is useless. Yes, it can block and act like a wall, but if you’re casting this Aura it’s because you don’t want to get smacked across the face by a big beater, so that’s a trade off I’m prepared to make. At a mere 2 mana (a blue and a colourless) this spell is cheap, splashable, and quite effective.
Pull from the Deep- A blue sorcery where for 2 blue and a colourless you may return an instant and a sorcery from your graveyard to your hand and exile Pull from the Deep. This allows you to re-buy a solid combat trick, a Heroic enabler, or just grab your Divination one more time to fill up your hand. With no flashback in this set, this will be useful to get access to your spells in your yard, but will mostly a late game play as you would rather be doing other things with your mana earlier in the game.
Quarry Colossus- a 5/6 Giant for 7 mana (2 white, 5 colourless) this is a neat card with a quasi removal effect. When Quarry Colossus enters play return target creature to its owners library just beneath the top X cards, where X is equal to the number of plains you control. Let’s be real, this is a huge body and with 2 white mana will be in a pretty White heavy deck, so you should have a high number of plains on the battlefield. This guy makes your opponent’s best creature disappear for…oh…I don’t know…a large number of turns and gives you a chance to finish him off with the Giant beat stick you just cast. I like him, but at seven he’s a little slow. Cross your fingers and hope you get there.
Reprisal- a very funcational reprint of an efficient White removal card. With all the enchantments out there boosting the power of creatures it should be no issue to find a suitable target and at instant it will come out of nowhere and really shift combat. Basically, combat just got impossible to predict, so don’t bother trying to play around the removal…just accept that if your opponent has mana up and cards in hand that he has a trick or something make you go nuts.
Returned Reveler- A 1/3 Zombie satyr for a black and a colourless mana, this pretty vanilla creature says that when it dies each player mills the top three cards of their library. Here we go with the Mill again, this time on a creature that needs to DIE before you get the benefit…and…as if that weren’t already bad enough, it is symmetrical meaning the Mill hits you too! No, there are very few cards I’ve called poor in this set, but this is poor. Lots of set up, bad stats, symmetrical ability…more like don’t waste your time. This will be last pick regularly, I’m sure.
Reviving Melody- a 3 mana (1 green and 2 colourless) sorcery that allows you to choose 1 or both of return target creature card from your graveyard to your hand and/or return target enchantment from your graveyard to your hand. I get to re-buy 2 cards for 3 mana? That’s a pretty good deal and in a set with enchantment creatures it means you are basically getting back two creatures. Good deal! Anything running Green will play this.
Rise of Eagles- a 6 mana (2 blue, 4 colourless) sorcery that gives you two 2/2 bird enchantment creature tokens and then Scry 1. Ok, Talrand’s Invocation is the closest comparison I can draw, but that was 4 mana for a pair of 2/2 fliers. This is 6 for a pair of birds…and a Scry… umm…yuck?! Unless you are REALLY working hard for those Constellation triggers this will be a bubble card and will likely miss out in favour of something that will impact the board more directly.
Rollick of Abandon- a 5 mana (2 red, 3 colourless) sorcery that gives all creatures +2/-2 until end of turn. This looks PERFECT for the B/R Minotaur deck where all your Man-Bulls are 3 toughness…suddenly your stampeding horde are all 5/1’s at a minimum. The B/R deck doesn’t care that they die to a feather duster…all this deck cares about is trying to stomp on your jugular…and if enough Man-Bulls hit the mark it’s game over. It could also be a very unusual sweeper to wipe out a White weenie/Bear deck, but that takes work and I would rather bank on this being an aggressive card over the potential sweeper effect.
Rotted Hulk- a 2/5 elemental for 4 mana (1 black and 3 colourless). A decent body at a reasonable cost means that this vanilla creature will see play in draft. He’s just another dude with a big butt to hold off your opponent’s critters.
Rouse the Mob- This is another scary trick to make the B/R Minotaur deck really scary. For 1 red mana target creature gets +2/+0 and trample and you can cast the Strive ability for an additional 2 colourless and a red to start getting additional targets. Boost your Man-Bulls with Rollick of Abandon and then give one (or MAYBE more…but good god am I living in fantasy Christmas land then…think of the mana requirements!) trample to just keep the beat down pouring in. I bet your opponent will just about ready to scoop after that barrage. However, this one feels pretty narrow and a bit limited. Unless you are all in for aggro beat down you can probably do better.
Satyr Grovedancer- A 1/1 for 2 mana (1 green, 1 colourless) you get a Satyr Shaman that when it enters the battlefield put a +1/+1 counter on target creature. This is Timberland Guide from Avacyn Restored and is pretty fun. The Grovedancer can be a Bear if you need it (or lack another target) by pumping itself, but just like the Supply-line Cranes, can boost another creature for more value. A serviceable card and nice ability.
Sigiled Skink- This is a 2 mana (1 red, 1 colourless) 2/1 lizard that lets you scry whenever it attacks. What more reason does Red need to attack? All in…all the time…and now you get to scry to improve your card selection next time. It’ll be played in Aggro builds of all sorts if only to hit the Scry ability.