Finally we get to take a journey into Nyx! I’m going to keep it short and simple for those of you looking to have a clear cut idea of how the cards perform in the new limited environment.
Aerial Formation – Striving with this costs a lot of mana, but it can act as a nice finisher. It’s also an instant, so you might be able to use it as a defensive combat trick, but you’ll probably want to save it as a way to kill your foe.
Battlefield Thaumaturge – The effect is very nice for a heroic deck, the body is fine, and the heroic can actually be relevant. This card is great in the right deck, and the fact that it’s a 2/1 for 2 means you’ll rarely go wrong with it.
Cloak Siren – A 3/2 flyer for 4 mana is nice, and giving it flash is even better. This is basically Horizon Chimera in one color and without the life gain.
Countermand – The name is great, but the effect is not. You really don’t want to be playing 4 mana counterspells unless they do something amazing. Milling four isn’t something amazing.
Crystalline Nautilus – A 4/4 creature for 3 that dies to any targeting is nice for aggressive decks. The bestow actually seems quite bad for your own creatures, and while you can play it as a way to remove your opponents’ creatures, the mana required to do so seems a bit prohibitive.
Dakra Mystic – This card is very good. The worst thing about symmetrical effects was that they were, well, symmetrical, meaning you spent resources to provide the same thing for both you and your opponent. This card allows you to choose whether to draw the card, making the effect in essence asymmetrical in your favor.
Daring Thief – I’ve always been wary of Inspired cards because they take so much work. The effect on the card seems pretty nice at first glance, but I’m not sure that it really pans out that well. If there were a creature that was worth taking, they’ll probably be able to block the thief, and if it’s an enchantment or artifact that you want to nab, you’ll need to have one out as well.
Dictate of Kruphix – This card gets worse in limited because it’s harder to build a deck around a symmetrical drawing effect. Drafting this and Fate Unraveler seems fun, but in general, this card is only good when you know your deck has more 2-for-1 and value cards than your opponent’s does.
Font of Fortunes – It’s card draw, pure and simple. You might be able to hit a constellation trigger or two, but in general, this card is decent enough in its own right.
Godhunter Octopus – A 5/5 for 6 with downside isn’t really where you want to be. In Theros block the odds that your opponent will control an enchantment is very high. Notice that it also says “enchanted permanent” which hints that you might be able to enchant your opponents permanents for a positive effect.
Hour of Need – This is an interesting card, because it can either be used as a much worse Curse of the Swine or as a better Dragonshift. Most likely, you’ll be using it at the end of an opponent’s turn to get an extra 8 or 12 power to swing in for the win. Or, you’ll be using it to turn your bears into flying sphinxes. Heck, you can even turn your own small creature and an opponent’s big creature into 4/4 fliers, then Voyage’s End theirs. It’s a bit of a situational card, but it does have a little bit of versatility to it as well.
Hubris – In most environments, returning Auras is a downside as it prevents you from getting value. In this block, with so many Bestow creatures, it’s probably more of an upside.
Hypnotic Siren – Mind control effects are always good in limited, but seven mana is hard to get to. The fact that it leaves behind a 1/1 flier probably won’t matter too much, but being able to play it as a 1/1 flier for 1 might. I can see this card being a blowout.
Interpret the Signs – It’s a little unreliable, but it’s better than Thassa’s Bounty. Overall, it’s not a bad card to have in slower decks, but there are plenty of decks that won’t want it at all.
Kiora’s Dismissal – The strive cost is cheap enough that it’s feasible to bounce three or four enchantments. Normally, this wouldn’t be that great, but with so many new enchantment creatures entering the fray, it’s not unfeasible to have that many targets, and in those cases, this card can be a blowout.
Pin to the Earth – It’s subpar removal, which may or may not be your thing. There’s likely other cards that can take its place.
Polymorphous Rush – This card might have a place in other formats (namely, EDH), but in limited, you’re unlikely to find a good time to use it. Having many copies of the best creature on the battlefield will sometimes just make you win the game.
Pull from the Deep – If you have an instant and a sorcery card in your graveyard, this is like drawing two cards. Unfortunately, you’re unlikely to have both an instant and a sorcery card in your graveyard.
Riptide Chimera – This card needs a very enchantment-heavy deck to work, but it can be very good in those decks. Cantrip enchantments and good constellation triggers like Eidolon of Blossoms can help make this even better.
Rise of Eagles – You’re putting 4 power in the air on the board, so that’s nice. Horizon Scholar is likely better, though this card is also serviceable.
Sage of Hours – A 1/1 heroic creature for 2 isn’t terrible, even if you’re unlikely to take an extra turn. At the point where you’ve managed to get enough counters to time walk, you’ve probably already built up enough of a board to win soon anyway.
Scourge of Fleets – This card gets better with more Islands in the deck, so be prepared to be underwhelmed if you don’t have enough blue. Seven mana is a lot, and you are getting a 6/6 body, but the effect is a bit conditional.
Sigiled Starfish – Scrying every turn is very powerful, especially if you can do it without spending any mana. As a 0/3 creature, this guy can also block aggressive decks.
Thassa’s Devourer – The body is unimpressive and the constellation is even less noteworthy.
Thassa’s Ire – Tappers are great for limited, but four mana is a lot to pay. Untapping is interesting, but you need good tap abilities to make it worth it. In the grand scheme of things, this card probably isn’t worth playing.
Triton Cavalry – Again, with the amount of enchantment creatures in this block, you could get some nice value off this creature. The body isn’t too bad either.
Triton Shorestalker – A 1/1 for 1 doesn’t really do much, even if it is unblockable. This gets a lot better with bestow creatures though, so don’t just dismiss it out of hand.
War-Wing Siren – The blue Wingsteed Rider. OK, so maybe it’s not quite as good, but the two are very similar and both are very good for a heroic deck. The ease of casting it also lends itself well to decks that aren’t predominantly blue.
Whitewater Naiads – The constellation trigger is actually quite nice, and can help you win some games. A 4/4 for 5 is serviceable with the effect taken into account.
It looks like if you love playing tempo based deck, you’ll love the new additions in Journey to Nyx. There are tons of common and uncommon cards that tap, or bounce your opponent’s creatures, leaving the way clear for yours to fly by.