cephille's First Look at Wilds of Eldraine (WOE) Limited: Multicolor, Artifacts, and Lands
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
This article uses the Limited grading scale and writing format that LSV and Reid Duke published on the Channelfireball (CFB) website for The Lord of the Rings: Tales of Middle-earth (LOTR).
Grading Scale
Retired bombs that earned a place in the Limited bomb hall of fame, the tyrants: Pack Rat, Umezawa’s Jitte, The Scarab God.
- 5.0: Chrome Host Seedshark. Breach the Multiverse. Sunfall.
- 4.5: Doomskar Warrior. Archpriest of Shadows. Borborygmos and Fblthp.
- 4.0: Preening Champion. Bloated Processor. Invasion of Amonkhet.
- 3.5: Final Flourish. Ephara’s Dispersal. Stormclaw Rager.
- 3.0: Vanquish the Weak. Eyes of Gitaxias. Zhalfirin Lancer.
- 2.5: Oracle of Tragedy. Ichor Drinker. Marauding Dreadship.
- 2.0: War Historian. Gloomfang Mauler. Order of the Mirror.
- 1.5: Expedition Lookout. Akki Scrapchomper. Infected Defector.
- 1.0: Disturbing Conversion. Tenured Oilcaster. Coming In Hot.
- 0.0: Invasion of Arcavios. One with Nothing.
Multicolor
Let’s start with the gold uncommons that every set has. These gold uncommons are closely tied to the set’s main two-color game plans, and we need to understand them first to get to know each set’s Limited format. WOE’s gold uncommons are all legendary creatures, paying tribute to classic characters from the fairy tales that Eldraine is modeled on. Ready? Let’s begin!

Limited rating: 2.5
Instead of glass slippers, Cinder-”cobalt”-la wears armor and a pointed helmet, and makes a dashing entrance!
If she can trigger Celebration reliably, she grows stronger as she attacks, which is pretty good, but judging by size alone, a two-mana 2/2 haste is ordinary in today’s Limited, and her floor is just a decent curve creature. Note that her Celebration ability triggers when she attacks, so if you can trigger it, remember to do so in the precombat main phase!

Limited rating: 3.5
The little sister from the gingerbread house turned into a candy-monster slayer! She is the nightmare that makes every sweet tremble!
A three-mana 3/3 that comes with a Food is worth 3.0 on its own, and it has two Food-synergy abilities that can pump any creature or let you lose 1 life to draw a card, both very powerful. It is right at home in its signature black-green Food plan.

Limited rating: 3.5
Limited rating: 4.5 (when your deck has 15 or more Adventure cards, sorceries, and instants in total)
A four-mana 2/5 body can hold off basically 80% of creatures’ attacks and blocks, and among creatures costing four or less, it’s a supreme size. Once he holds the ground, you can start casting instants and sorceries off the top of your library to generate more value. Our red-blue spells deck finally has someone who can carry the late game!
Worth mentioning, this card lets you cast one instant or sorcery from the top of your library each turn, so if the top card is an Adventure card, you can cast its Adventure half. Doesn’t that sound great? This is also why, in a deck with 15 or more Adventure + sorcery/instant cards, I give this card a high 4.5.

Limited rating: 4.0
Eldraine’s Snow White is here!
A four-mana 2/2 menace that returns a creature or enchantment card from your graveyard to your hand on entering. Gravedigger’s ability is worth 3.0, and she can also grab enchantments, which is even better! With the set’s signature Role tokens helping out, her second ability should trigger once or twice without much trouble as long as Snow White survives. And once she breaks the curse (an enchantment going to the graveyard), Snow White can smash the Glass Casket with one punch and join the fight fiercely. Inspiring, isn’t it?

Limited rating: 3.5
Now that we’ve covered Snow White, next up is our Little Red Riding… Wait, no! It’s Little Ruby! Baptized by Eldraine, Little Ruby has changed jobs into a Daring Tracker who carries a crossbow and throws apples everywhere; since she’s called daring, having haste makes sense too.
Besides being a two-mana 1/2 haste mana dork, when she attacks alongside a creature with power 4 or greater she gets +2/+2 until end of turn, which fits red-green’s plan of early acceleration and joining the attack later.

Limited rating: 4.0
Sleeping Beauty transforms into a sleeping Faerie Duelist! A two-mana 2/2 flash flyer is very powerful, and in WOE’s designated blue-black Faerie plan, she turns every other Faerie that enters after her into a bigger nightmare for your opponent!
Also, after reading the background story, I found she goes looking for fights while sleeping, which is incredibly fierce! You’re the one! Snorlax… zZZ… Come to think of it, in Eldraine, the heroines of the original fairy tales all seem to have become quite violent…

Limited rating: 4.0
Without a doubt, it’s the Little Mermaid… wait, she doesn’t look so little… never mind.
A four-mana 2/3 that, when she enters, taps target creature an opponent controls and puts a stun counter on it. The enter ability connects to her second ability: whenever you tap an opponent’s creature, you may draw a card. Although it can trigger only once each turn, in WOE’s designated white-blue tap plan she stuns a creature and nets a card the moment she enters, and the more tap effects you pair with her, the larger the tempo and card advantage you open up.
Worth noting, if you can tap something once on your turn and once on the opponent’s turn, her effect nets you 2 cards, and with the right build the snowballing advantage is terrifying.

Limited rating: 4.0
A five-mana 4/4 that, when she enters, attaches a Monster Role token to another creature you control. Her second ability gives enchanted creatures you control +1/+1, so a Role-enchanted creature instantly gets +2/+2, which is really mighty. Note that the Monster Role she gives also has trample, which fixes white-green’s old problem of huge bodies without evasion or penetration. If you play white-green or have a chance to splash white in green, don’t forget to grab her.

Limited rating: 3.0
The Pied Piper!
A three-mana 2/3 that, when he or another nontoken creature you control dies, creates a 1/1 black Rat token that can’t block, and also has {1}{B}: target attacking Rat you control gains deathtouch until end of turn. But judging by the floor, it’s simply not good enough. To make this card shine you need enough expendable little guys, and it’s basically the backbone creature of the red-black Rat plan.

Limited rating: 3.5
A Vedalken from Ravnica, one of the few brave souls who dared to walk onto the Omenpath after the Phyrexian invasion of the multiverse and survived! And now he is taking on Eldraine’s towering beanstalk! Can he get past the giant’s guard and take the legendary golden egg? Let’s wait and see!
A three-mana 1/3 that taps for {G}{U}, but only to pay for spells costing five or more or with X in the cost; his other ability is {U}: loot (draw a card, then discard a card). Blue-green looks like a ramp plan that gets value by casting spells costing five or more. With him you can jump from three to five or six mana, and he is worth playing if your deck has enough five-plus-mana spells worth casting. But a 1/3 body basically can’t take part in combat much, and he performs better against decks with many 2-power creatures.
Having seen the representative characters of the ten two-color plans, let’s now look at the two-color and multicolor Adventure cards.

Limited rating: 4.0
The creature half’s floor is a three-mana 3/2 haste, and the more creatures you have, the more brutal its +1/+0 haste bonus gets. The Adventure half is a five-mana sorcery that makes two white 2/2 vigilance Knight tokens, very valiant and battle-hardy! It doesn’t get 4.5 because I’m not yet sure that WOE’s red-white is a strong enough plan; if it is later proven strong, I’ll raise the score.

Limited rating: 3.5
The creature half is a two-mana 3/1, and the lifelink on instants and sorceries is only a bonus. The Adventure half is an Open Fire. The overall 3.5 refers directly to that card’s earlier Limited rating. Note that if you use the Adventure half without another Heartflame Duelist on the battlefield, it won’t have lifelink.

Limited rating: 3.5
Kellan, the male lead of the other storyline in WOE’s sibling-war story, looks quite agile and is said to be the child of that dashing man and a human, so he is half Faerie.
A three-mana 2/2 double strike; for each Equipment attached to him or Aura enchanting him, other creatures you control get +1/+0; in short, the more you gear him up, the stronger he gets. His Adventure half is Steelshaper’s Gift that costs one more but finds an Aura, and it sounds like putting on an Embercleave or an OX sword makes him invincible… But! Of all 277 cards in WOE Limited, there is only 1 Equipment (Bespoke Battlegarb, red, +2/+0) and 3 Auras (the green +2/+2 one is the wrong color and needs a third color, and the other two are the white-blue plan’s pacifism-style Auras). So we have to reassess Kellan’s performance in Limited. Since the cards that connect with his Adventure half aren’t strong enough, and his own effect relies on other plans (Role tokens, etc.), I’ll give him only 3.5 in Limited for now.
What to do? Although red-white has 3 Adventure cards, the most of any color pair, overall, apart from the uncommons, the rare and mythic support is limited, and the signature Celebration mechanic is weak in that there are too few cards (only 9) and it’s hard to trigger reliably. I think red-white may not be a very strong plan in sealed, and for draft it depends on how sharply you can draft it. If you can take 2-3 of the uncommon Adventure cards, it should still be very strong.

Limited rating: 4.0
Oh no! Gingerbread men are so cute, how could you eat them!!!
A solid five-mana 5/5 body that also gives you a Food. The Adventure half is a three-mana instant giving target creature -2/-2 until end of turn, a small removal spell. Killing something and then following up with a big body to counterattack should be a very good choice.

Limited rating: 4.5
A two-mana 3/2 trample; when it dies, you may cast its Adventure half until your next end step. The Adventure is a two-mana sorcery that draws a card and loses 1 life. Very profitable and hard to kill, and its built-in trample suits sticking all kinds of pump spells and Roles onto it; after it dies, you keep earning cards and crawl back to repeat the loop…

Limited rating: 3.5
A sea otter wizard lying on a broom! That’s so cool!
A three-mana 2/2 flyer with a weaker prowess-style ability. The Adventure half is a one-mana instant dealing 1 damage to any target. The rating is basically the same as BRO’s Wing Commando, since there are still too few 1-toughness targets in Limited; but considering WOE has quite a few Adventure cards, this card will often be a 3/3 flyer, so I give it 3.5 for its body.

Limited rating: 3.0
A two-mana 2/1 with a slightly worse effect that only hits the opponent’s Eidolon of the Great Revel, and the Adventure half is a two-mana sorcery Disperse. I find it quite hard to rate, so let me just give it the base two-for-one Adventure score of 3.0 XD

Limited rating: 3.5
A two-mana 2/2 that, on entering, gives target creature you control +2/+2 until end of turn; the Adventure half is an opponent-only Shrivel. Basically a decent creature plus a one-sided sweep for 1-toughness creatures; it performs even better if you can reliably put Cursed Roles on the opponent, or if the opponent is red-black Rats.

Limited rating: 4.0
A four-mana 6/6 menace trample is an astonishing creature. As long as your deck has enough Food, Roles, or other creature tokens to feed it each upkeep, I believe it can help you end the game quickly. The Adventure half happens to fit this need, and don’t forget that making two nonland permanents at instant speed can also trigger some Celebration cards.
But this donut really looks like… a certain door…

Limited rating: 3.5
A two-mana 2/2 that gains double strike until end of turn when it attacks with a creature with power 4 or greater, which shouldn’t be hard in red-green where size is king. The Adventure half distributes three +1/+1 counters among any creatures you control. If your creatures aren’t big enough, you can use the Adventure to make them so. A very good creature that also significantly supports the red-green big-creature plan. It gets only 3.5 because I’m still unsure whether red-green is a strong color pair in WOE Limited; if it is later proven so, I can raise it to 4.0.

Limited rating: 3.5
Quirion Dryad isn’t really a bomb anymore. You basically have to cast at least two spells of other colors before it can join combat, so its efficiency as a creature isn’t very high. But the Adventure half is almost an instant-speed version of Wrenn’s Resolve, one of the few ways red-green can earn card advantage, but remember that the exiled cards can be played only until your next end step.

Limited rating: 4.0
A four-mana 2/3 flyer that makes each opponent discard a card on entering is a creature worth 3.0 or more. The Adventure half returns target spell to its owner’s hand, which is very flexible: it can delay an opponent’s big spell or a game-ending pump spell, or take back your own important spell that is about to be countered and reuse it, all very efficient. If the opponent casts the only spell in their hand, you can first use the Adventure to bounce it, then play the creature half to make the opponent discard that bounced spell, achieving an effect close to Recoil!

Limited rating: 3.5
Basically you won’t just play the creature half for two mana. Generally, you should first use the Adventure half to mill the opponent or yourself for 4 cards, and then play a roughly 2/2 that can become enormous in the mid to late game. It’s a pity, though, that the blue-black Adventure rare slot has no card that supports blue-black Faeries, and Nightmares are basically not really a theme. Ashiok and their happy Nightmare friends seem to still be playing on their own after arriving in Eldraine…

Limited rating: 4.0
Four mana for a 3/3 flyer is a reasonable body, and the Faerie type gets a bonus; the Adventure half is a three-mana instant that kills a tapped creature, with quite good tempo. Killing an attacking creature on turn three, then playing a 3/3 flyer on turn four to counterattack or deter the opponent’s air attacks is quite good.

Limited rating: 4.5
A four-mana 4/4 flying vigilance ward {1} is basically a supreme body in Limited. The Adventure half is a two-mana instant that blinks a nontoken creature to earn an enter-the-battlefield effect or serve as soft removal. A bona fide bomb.

Limited rating: 3.5
A three-mana 2/2 that draws a card on entering without losing card advantage; the Adventure half puts target permanent card from your graveyard on top of your library. Done back to back, it’s four mana to return a permanent card from your graveyard to your hand and also get a 2/2. This will be a very good curve creature, and its value rises the stronger your deck’s individual cards are.

Limited rating: 3.5
It is itself a two-mana 2/2 token lord; the Adventure half gives target creature +X/+X and vigilance until end of turn, where X is the number of creatures you control. Clearly it can explode in token-flooding decks, but is mediocre if you don’t have many creature tokens. This card may be stronger in white-black or red-white, since both color pairs have ways to make lots of Rat tokens, while white-green doesn’t seem especially good at going wide, so its color pair is a bit awkward.

Limited rating: 3.5
A two-mana 2/2 that enters with a +1/+1 counter for each creature you controlled that died this turn; the Adventure half is a one-mana sorcery that has your creature deal damage to any target and then sacrifices it. Done together, it’s at least a three-mana 3/3 that sacrifices a creature and burns away one of the opponent’s blockers, which should be quite good in the right build. And if your deck can make a pile of Rat tokens or has spells like Act of Treason, the score can go up to 4.0.

Limited rating: 4.5
A four-mana 4/4 flying trample dragon that also makes Treasure when it attacks is just strong! And the Adventure half is a three-mana instant that exiles the top two cards of the opponent’s library, which you may look at and play at any time. Profitable and powerful; congratulations if you open it in Limited!

Limited rating: 3.5
A four-mana 3/4 trample that fits the blue-green five-mana-spell plan and grows along with it; the Adventure half is a two-mana instant that draws 2 and discards 2, letting you discard a stuck finisher for the land you need or a low-cost blocker. Both halves are quite good, and using only one is fine too.

Limited rating: 3.5
A one-mana 1/1 prowess with built-in pseudo-evasion; the Adventure half is a more flexible source of +1/+1 counters. In WOE, which is full of Adventures and Enchantments, the prowess ability shouldn’t be hard to trigger, and as long as you make sure the opponent has no bigger creature, it can keep a steady clock. Basically the same evaluation as the uncommon, and even using only one half is great.

Limited rating: 4.0
Temur’s (red-blue-green) legendary giant queen, a three-mana 4/4 trample that also makes permanent spells with Adventure costs cost {1} less; the Adventure half is a five-mana instant that mills 7 cards and puts all Adventure cards among them into your hand. Setting aside three-color restrictions, it’s a super bomb worth 4.5, but in this set it’s a bit hard to fix three colors so she comes down on time on turn three, so I docked 0.5.
To wrap up the multicolor cards, let’s look at WOE’s characterful legends and powerful standalone cards!

Limited rating: 2.0
Red-green wicked witch… your fate is to be cooked in your own cauldron!
Without counting the first ability, which reduces other creatures’ ability costs by at least {1}, the only strong part is pumping her up to 4/4 or more and then giving other creatures +1/+1 over and over with the anthem effect. A two-mana 1/1 is simply too weak as a body.

Limited rating: 4.0
The white-black wicked witch (she’s not the Queen) is the big villain of this WOE, so let’s look forward to her making all the mischief she wants in the story!
A three-mana 2/4 body plus the first ability: as long as you can put a few Cursed Roles on the opponent’s creatures, it’s basically very hard for the opponent to win by attacking before they remove Eriette. The second ability speeds up your win when you control Auras, which suits white-black’s self-serving, harm-others nature. A slight pity is that she has no effect that makes Auras herself, so you still need a suitable build to get her full value.

Limited rating: 4.0
White-blue wic… no, although she’s a witch, she’s a good witch! Our Snow Queen makes a chilling entrance in the dead of winter!
A four-mana 3/4 body with a powerful choose-one-of-three ability whenever you tap an untapped creature an opponent controls. With an empty board, make a 4/4 first; with a full board, pump your whole team; short on resources, scry 2 and draw 1 to find what you need. It looks like a huge profit just reading it… but its strength still depends on whether your white-blue deck has enough tap sources. As long as it triggers once or twice, the game is basically decided. So I strongly recommend that players who open her build their deck around her.
Also, the three witches not all being written as evil is probably because Wizards doesn’t want to turn Elsa dark and be hated by countless children…

Limited rating: 4.0
The blue-black Faerie king is a four-mana 3/4 flyer that, on entering, chooses a number from 1 to 10, and whenever an opponent casts a spell with mana value, power, or toughness equal to the chosen number, that player loses 2 life and you draw a card. Generally, 2 or 3 has the highest synergy, and you rarely choose a number above 4; but if you know the opponent has a few high-cost spells in hand, you might choose a number that matches. Interestingly, he doesn’t fit especially well with the blue-black Faerie plan, so for now just treat him as a powerful bomb.

Limited rating: 2.5
After the Phyrexian invasion, Rowan lost her spark and fell into the lost phase of her adolescence…
Although she is a mythic rare, her abilities may not help much in Limited resource battles. A three-mana 4/2 menace body is almost useless in the mid to late game in board stalls or defense; the best she can do is come down on time on turn three and hit for 4 through blockers, which is also quite painful, and that’s about it. I’m not very optimistic about her Limited performance.

Limited rating: 3.0
Will also lost his spark, and parted ways with his sister Rowan, who took a different path to rebuilding Eldraine.
Will’s three-mana 2/4 vigilance body is a bit better, and 4 toughness can hold off more creatures in Limited. With some lifegain or lifelink creatures to help, he can also speed up casting expensive white-blue spells, so I give him an extra 0.5.

Limited rating: 5.0
It’s Mother Goose, not Mother of Geese… wait, whatever!
The Goose Mother is basically very close in power to Hydroid Krasis, a huge mid-to-late-game finisher. She makes a pile of Food, whether you eat it to gain life or use it for other purposes, and when The Goose Mother attacks, it also triggers the effect of sacrificing a Food to draw cards. Basically absurdly strong! If you open her and your colors touch either side, you must find a way to squeeze her into your deck.

Limited rating: 4.5
A solid four-mana 4/4 body plus an effect that copies a non-same-name enchantment you control. At the small end you get a few more Role tokens, at the large end you copy a powerful enchantment; as long as you play enchantments, she’s a standalone card with a very high ceiling. The Enchanting Tales enchantments, one in every pack, also greatly increase how usable her ability is. Want to use Spreading Seas to stick the opponent’s only two Swamps and lock them out? Just do it!

Limited rating: 4.0
A four-mana red-blue Saga whose first two chapters can copy a nontoken creature you control with a different name, including legendary ones, and the copy token has haste! Basically, as long as your board isn’t too far behind and you have something worth copying, resolving the first two chapters gives you a huge advantage. Although chapter III sacrifices the Reflection token it made, you have at least already gained a turn or more of value. And pairing it with bargain abilities can even offset this drawback.
Although I said I wouldn’t talk about constructions, I can’t wait to see it shine in Pioneer’s Enigmatic Incarnation decks!

Limited rating: 4.5
A four-mana 5/5 trample is already an off-the-charts size in Limited, and sacrificing an Aura attached to it lets you fight at sorcery speed! If you have other cards that attach Auras to it, you can first sacrifice the Aura already on it to fight, then attach a new Aura and fight again or attack. However, it doesn’t seem directly connected to the black-green Food plan, and instead has better synergy with white-green Auras.

Limited rating: 4.0
A two-mana flying Merfolk Looter is already very good, and it also gets the Faerie type bonus; on top of that it has the transform-style ability of Lazav, the Multifarious. What if your Twining Twins got removed and is lying in the graveyard? No problem, we can turn it into another one and keep being your opponent’s nightmare tonight!
Artifacts

Limited rating: 1.5
The red-green wicked witch’s signature item. This legendary cauldron also goes down the creature activated-ability plan, but… where would Limited get that many creatures with activated abilities…? And the effect of exiling creature cards from graveyards to add counters is relatively unreliable and slow. So I give this card a relatively low score.

Limited rating: 3.5
Wow, what a beautiful apple! Take a bite… oops, poisoned…
The white-black wicked witch’s signature item. This legendary big apple gives an Act of Treason effect on entering for four mana, and can also poison the opponent, or you can just eat an apple to calm your nerves; truly the essential companion for gifts, personal use, travel, and silencing witnesses! Note that since this apple also has the Food subtype, it can connect with the black-green Food plan as a sacrifice source.

Limited rating: 4.5
The white-blue Snow Queen’s signature item. A creature-only Icy Manipulator but more efficient to use. Not only is it worth a first pick in the white-blue tap plan, basically in draft you can first-pick it from any pack you open it in. And when you can’t keep control, you can sacrifice it to draw some cards, and maybe draw into removal to keep going!

Limited rating: 1.5
Back in Eldraine, it makes sense for Gingerbrute to be reprinted. However, a one-mana 1/1 haste that sometimes can’t be blocked is probably only worth considering in drafts with a more aggressive plan, and in sealed it’s probably better not to play it.

Limited rating: 3.0
Ladies and gentlemen! Let’s welcome… the legendary Gingerbread Man! Our gingerbread men finally get their moment in the spotlight!!!
OK, we’re back. A two-mana 3/1 artifact creature is a decent filler. The first ability can basically be ignored in WOE Limited; in the whole environment, only one Ashiok is a planeswalker, and if you do run into it, it counts as removal achievement unlocked. The second one is really strong: whenever another artifact you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on it and scry 1. In Food plans it can easily get very big, but its small toughness may still mean it can’t push damage through. The third ability echoes its own Food subtype, but because it’s the legendary Gingerbread Man, you get a chance to gain more life!
Of course I hope you won’t have to use it; the gingerbread man is a good guy and I hope he lives a long and peaceful life.

Limited rating: 3.5
So… the sword in the stone was all a decoy; the real sword in the stone is the whole rock…
A two-mana legendary artifact that taps for mana, and when a legendary creature enters under your control it can turn into a legendary sword that you equip for three mana to get +3/+3! Note that once it becomes Equipment, it no longer produces mana. Basically, an ability like this would be easier to recognize as a double-faced card, and I believe many people in Limited will still hold the Equipment hoping to make mana, and the opponent may not notice either…

Limited rating: 1.5
Wow, Food and Clue on the same card! Let’s see: three mana for scry 2, gain 3 life, and draw a card. Basically an ordinary effect, so it only gets an ordinary score. Just worry about what to put in the 23rd slot later!

Limited rating: 3.5
Two mana to loot and make a Treasure token, combining filtering and acceleration, is very strong, and it’s colorless, so it can go in any deck that wants this kind of function. It’s a pretty good investment in sealed, but in draft, if your deck is slow, you may not have time to use it and might need to put it in the sideboard.

Limited rating: 2.0
Prophetic Prism is also a reprint, a two-mana color fixer that doesn’t lose card advantage. Play it only in decks that reach three colors, and other two-color decks can skip it.

Limited rating: 2.0
Although it can fix colors, it’s really not strong. Reach gives it +0.5 and helps slightly against flyers, but its base body is poor and it’s basically just a one-for-one trade; if your build is right, you don’t need to play it.

Limited rating: 0.5
Soul-Guide Lantern is also a reprint, and Limited basically rarely needs graveyard hate, so just bring it in from the sideboard when you really need it.

Limited rating: 2.5
A jack-of-all-trades card, but since it can deal 2 damage to a creature it gets 2.5; other white-blue decks lacking tap sources, or Food decks lacking Food, can also play it.
Lands

Limited rating: 2.5
This Crystal Grotto is a reprint. Simply as a colorless land that enters and scries 1, quietly generating card advantage, it is worth playing; and for decks that need color fixing, in a set without much fixing, it should deserve a higher score.

Limited rating: 2.5
This is a slower fixing land, but if your deck has Adventure cards you can still play it as a late-game recursion tool.

Limited rating: 2.5
Evolving Wilds: old card, good effect.

Limited rating: 4.5
The new red-white manland: for three mana it becomes a 2/2 red-white Ox/Land creature, and when it attacks it puts a +1/+1 counter on target creature. Whether put on itself or other creatures, it’s very powerful.

Limited rating: 4.5
The new black-green manland: for four mana it becomes a 4/4 black-green Horror/Land creature, and when it attacks it not only makes a Food but also exiles a card from target graveyard, which is really impressive. Basically the counterpart of AFR’s Hive of the Eye Tyrant, but better thanks to being two colors.

Limited rating: 4.5
The new blue-green manland: for five mana it becomes a 5/5 trample blue-green Plant/Land creature, and when it attacks it makes target creature’s base power and toughness 3/3. Basically, turn it into a creature and hit three times to win. A powerhouse!

Limited rating: 4.0
The new white-black manland: for four mana it becomes a 1/4 white-black Nightmare/Land creature, and when it attacks the defending player loses 2 life and you gain 2 life. Attacking continuously in a suitable board state can bring back a slightly losing board.

Limited rating: 3.5
The new red-blue manland: for two mana it becomes a 2/1 red-blue Elemental/Land creature with first strike on your turn, and when it attacks you scry 1. Limited by its small base body, red-blue should be the weakest of the five manlands in Limited.
Of course, even so, because they fix colors and are hard-to-remove land creatures, as long as your color pair has a corresponding manland, all five manlands are still very much worth putting in your deck.
That wraps up this WOE Limited analysis of multicolor cards, artifacts, and lands. I hope everyone finds their own fun in the upcoming sealed and draft events!
- Title
- cephille's First Look at Wilds of Eldraine (WOE) Limited: Multicolor, Artifacts, and Lands
- Author
- cephille
- Created at
- September 5, 2023
- License
- This work is licensed under CC BY-NC-SA 4.0 .
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