Murders at Karlov Manor (MKM) Limited Overview: Black

Murders at Karlov Manor (MKM) Limited Overview: Black

bruce1235566
February 1, 2024·Limited > MKM·- views

Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.

Murders at Karlov Manor (MKM) has its prerelease events on February 2, 2024, and officially releases a week later on February 9, 2024. Want to learn more about card ratings in Limited and some potentially fun synergies? Then check out this series of MKM Limited overviews!

For the mechanics, see this article: Murders at Karlov Manor Mechanics Explained

Rating Scale

5.0: Unconditional first pick
4.0: Worth a first pick
3.5: Strong enough but not necessarily a first pick
3.0: Above average (you’ll really hope it makes your final deck)
2.5: Average, maybe around the 6th or 7th pick of a draft
2.0 to 1.0: Below average (you’d rather not play it than play it)
0.5 to 0.0: Unplayable (basically don’t play it, it will only help you lose)

Black

075

bruce1235566: 2.5

A sacrifice outlet for the Rakdos archetype. A 5-mana 3/6 body is well suited to defense, and with 6 toughness it’s hard for the opponent to trade in combat.

076

bruce1235566: 2.5

A 3-mana 3/3 that enters tapped is slow, but creatures in this set are generally small, so on curve it has a chance to get in a kick or two, and a turn later on defense it can hold off plenty of disguised creatures.

077

bruce1235566: 4.0

Indestructible makes it hard to kill. Unless the opponent can make two 0/x creatures, each turn it costs both players 1 life and you draw a card. If you’re in Rakdos and can get it unsuspected so it can block, or attach equipment so it hits harder, even better. A Limited bomb with a high floor and an even higher ceiling.

078

bruce1235566: 2.0

A 6-mana 3/4 is a bit too expensive. Unless the opponent has no fliers, it’s a card that has a hard time standing up to block and doesn’t provide enough value when it attacks.

079

bruce1235566: 3.0

Usually by the time the enters-the-battlefield effect resolves, two creature cards are already in the graveyard. Trigger it just once more and it’s 1-mana removal plus a 4/4 deathtouch lifelink for you. You need to build around this card specifically to raise its ceiling.

080

bruce1235566: 3.0

For 2 mana you get a 2/1 menace, and in the midgame it becomes a 2-mana tutor that turns the game around or finds your own powerful card.

Jru:
One more thing to emphasize: this Case’s solve condition is “you control no suspected Skeletons”. If you control two Skeletons, one suspected and the other not, the Case can’t be solved. This is an easily misread Magic phrasing, and I’ve already seen players in multiple groups misread it as “you control an unsuspected Skeleton,” so here’s a reminder.

Kill the suspect and the case is solved XD

081

bruce1235566: 2.5

A Mind Rot with an extra option. When the opponent has many cards in hand you can discard one powerful card, and in the late game when the opponent has only 2 or 3 cards left you can choose to discard two. A card that midrange and control decks will want to play.

082

bruce1235566: 3.0

Having a suspected creature attack lets you loot an extra card, and even when you fall behind it won’t force you to suspect your creature. A very good three-mana creature.

083

bruce1235566: 4.0

A sweeper for slow decks, helping you turn things around when behind. The additional effect feels more designed for constructed, but it’s still nice to learn what else is in the opponent’s deck and hand, and if the opponent has basic lands in the graveyard it can remove them all too.

That isn’t necessarily good, though, since it makes the opponent much less likely to draw dead cards, unless the opponent is color-screwed or land-screwed.

084

bruce1235566: 2.5

An early tempo removal spell, and in the late game it can still kill the creature with the greatest power, but the opponent may have a choice, or their greatest-power creature may not be their best one, so its strength depends on the situation.

085

bruce1235566: 1.0

Mills yourself to make collect evidence easier to trigger, but the body is too weak and has no evasion. If you want to collect evidence, surveil cards are still safer.

Before you know it all your bombs are in the graveyard, and when you’re short on lands you also worry about milling lands.

086

bruce1235566: 3.5

Just sitting there it already troubles the opponent, and when a non-token creature dies you get a Clue token, so even if your creatures die you don’t lose too much.

087

bruce1235566: 3.5

Cast on curve on turn 3 and kill one of the 1/1s, or cast it face down for 3 and flip it for 2 to drain 6 life. Either way, it’s a card aggro decks really want to see.

088

bruce1235566: 4.0

A powerful midgame finisher. How big the payoff is depends on how many creatures are in your graveyard and how strong they are. Since it has flash, you can guarantee you gain at least one card when using it, and if you gain two it exceeds the value of the card.

089

bruce1235566: 2.5

A common 5-mana reanimation spell, but because the creature you bring back gets suspected, which is bad for defense, it’s a bit harder to use.

090

bruce1235566: 2.5

Only adds attack, not defense, making it easier for your small creatures to trade with the opponent’s 3- and 4-mana creatures or making evasive creatures hit harder. With Clue as a subtype, there may be some small surprising synergies.

091

bruce1235566: 3.5

A 2-mana 1/3 flier, very sturdy and evasive, and it has extra value after going to the graveyard. Far too good.

092

bruce1235566: 3.0

Simple cheap removal. It can’t be countered, which makes killing creatures with ward easier.

It’s just meant to let you kill those Disguise creatures.

093

bruce1235566: 3.0

Fetching 2 for 4 mana, or fetching 2 for 2 mana after combat, are both strong. A handy 2-for-1 card.

094

bruce1235566: 4.0

Makes it easy to get extra value after combat, whether by shrinking the opponent’s big creature or by making low-power high-toughness creatures unwilling to block. Just sitting there it already gives the opponent a headache.

095

bruce1235566: 3.5

Simple and easy to understand, no bomb: kill is your second dad.

096

bruce1235566: 2.5

A 4-mana 4/2 flier. In aggro you can cast it on curve to pressure the opponent, or cast it on turn 3 and drain 4 later, which is also nice.

097

bruce1235566: 4.0

A card that gets stronger the later the game goes, for slow decks. I love stealing other people’s cards to play in Limited, and it fits decks running lots of instants.

098

bruce1235566: 3.5

A 6-mana 5/6 that gives you a Clue. Simple and strong, and the ability below is basically a bonus. If the opponent is a slow deck, they can easily be punished by the second ability.

099

bruce1235566: 2.5

At 5 mana the cost is a bit too high. It fits slow games, and against too-fast opponents it’s better to take it out.

100

bruce1235566: 2.5

The common come-back-from-death combat trick was made an uncommon this time. It can help your Disguise creatures climb back while saving the cost of turning them face up, or reuse their enters-the-battlefield value, which is nice, but unfortunately it gives suspect, so it only helps offense, not defense.

101

bruce1235566: 2.0

A usable late-game mana sink, but aggro decks probably won’t have that much mana to spend.

102

bruce1235566: 2.5

A 4-mana 3/4 creature is sturdy, and in the late game with collect evidence it can also gain you 4 life. A plain, honest card for the Golgari archetype.

103

bruce1235566: 3.5

Flexible enough removal, a better Disembowel. Whether for combat or killing a creature outright, a powerful card.

Barbed Servitor is trembling.

104

bruce1235566: 3.0

A card that fits the black-white theme, making it easier for your small creatures to attack, and at worst it can trade for one.

105

bruce1235566: 2.0

A looting source for the black-white theme. Cast on curve, menace lets it drain nicely, and afterward just sitting there helps you loot.

106

bruce1235566: 3.0

A 4-mana -4/-4, which afterward can earn extra value with collect evidence.

107

bruce1235566: 2.5

Classic deathtouch granting, letting a tiny creature 2-for-1 a big one or killing the opponent’s high-toughness blocker, and it also gives you a Clue to draw a card. Lifelink is a bonus, letting you regain a bit of life or use it when your life total is under pressure in the late game.

108

bruce1235566: 3.0

This set is very good at making Clues, so you have a chance to cleanly exile a creature, or sacrificing a small creature to trade for a big one is also a good option.

109

bruce1235566: 2.0

The classic 2-mana discard guy, slightly better with exile, stopping the opponent from collecting evidence.

110

bruce1235566: 5.0

A 6-mana 6/5 flier. To target it, the opponent must first sacrifice a creature. A ruthless 2-for-1, and the triggered ability is strong too. The only flaw is probably the heavy color requirement.

Afterword

Hi everyone, I’m bruce1235566. I’m fortunate to have been invited by cephille to write this Limited overview. This is my first time doing a card rating overview like this, and I hope everyone likes it.

I’ll also stream a few drafts of this new set on MTGA, so if you’re bored, come take a look. My fan page is bruce1235566 Wants to Get Good at Magic, where I post notes from in-person tournaments and good decks I’ve drafted on MTGA. If you pass by, feel free to give it a like uwub

bruce1235566
bruce1235566
aka 中二紳士想會打牌. Loves draft: Chaos Draft, Cube, all of it. You can occasionally spot me at constructed events too. I hope more people in our community come to love draft, and that I'll see more and more people drafting at their local stores.
Title
Murders at Karlov Manor (MKM) Limited Overview: Black
Author
bruce1235566
Created at
February 1, 2024
License
This work is licensed under CC BY-NC-SA 4.0 .

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