Welcome back to another Core Set 2021 Draft guide for Magic: The Gathering! Last time, I went over all the cards for green. Today, we will be looking at all the gold cards.
Before I get into my rating for each card, here’s a brief overview of my Core Set 2021 Draft Guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
Core Set 2021 Draft guide – Gold
Alpine Houndmaster – 3.5
A great Boros uncommon that I would consider first-picking most of the time. The only caveat to this card is that you’re going to need to pick up an Alpine Watchdog and Igneous Cur sometime during the draft. Otherwise, this card just becomes a filler 2-drop that can occasionally attack for 3-4 damage.
Conclave Mentor – 3
Conclave Mentor is a must-have for any +1/+1 strategy.
Dire Fleet Warmonger – 2
Dire Fleet Warmonger can be incredibly difficult to block, however, there just isn’t enough sacrifice fodder in this set to consistently get value out of this card. Make sure to pick up sacrifice targets if you plan on playing this creature.
Experimental Overload – 3
Experimental Overload is an awesome payoff for a spells-matter deck. You’ll most likely get a 3/3 or 4/4 most of the time, and that’s great for 4-mana considering you’re also returning an instant/sorcery to your hand.
Indulging Patrician – 3.5
Indulging Patrician is very strong. This is a great creature to stack counters on to and can easily become a 3/6 Lifelink creature in no time. If you’re able to consistently gain 3 life, Indulging Patrician is straight up a win condition.
Leafkin Avenger – 3
Dealing 4 damage to your opponent to your turn is a very powerful ability. Leafkin Avenger is amazing for Gruul decks, but I’d consider splashing this card in any red deck looking for strong finishers.
Lorescale Coatl – 4
Lorescale Coatl gets big very fast, forcing your opponent to deal with it as soon as possible. You don’t need any synergies to make this card work, making it a solid pick.
Niambi, Esteemed Speaker – 2.5
Niambi can help you protect your creatures, but I don’t see that happening too often. Most of the time, I suspect you’ll play Niambi as a 2/1 Flash creature, making her a mediocre filler card.
Obsessive Stitcher – 3
In any limited environment, you’re always going to benefit from a free looting effect. Also, I like that Obsessive Sticher does a decent job defending while being able to bring back my best creature. Overall, a great Dimir uncommon.
Radha, Heart of Keld – 4.5
Radha helps you find threats faster and has a very strong stat line that gets bigger later on in the game. This creature is fantastic.
Sanctum of All – 1
This card is a trap. You’re never going to consistently find all the pieces you need to make Sanctum of All worthwhile.
Twinblade Assassins – 3
Twinblade Assasins will have no problem drawing you cards. Creatures will naturally die over the course of a game.
Watcher of the Spheres – 3
Watcher of Spheres is a great flying payoff and provides you with a lot of pressure if played early. The only downside to this card is that it becomes much worse later on in the game, so try to mulligan aggressively for it.
Temple of Epiphany, Temple of Malady, Temple of Mystery, Temple of Silence, Temple of Trium – 3
The Temples are great as long as you are in the same colors as the Temple you picked up. With that said, even if you are playing a mono-color deck, Temples are a great pickup just for the Scry 1.
Bloodfell Caves, Blossoming Sands, Dismal Backwater, Jungle Hollow, Rugged Highlands, Scoured Barrens, Swiftwater Cliffs, Thornwood Falls, Tranquil Cove, Wind-Scarred Crag – 2.5
Due to the life gain synergies in this set, these lands become slightly better than normal. It’s always nice to pick up tap lands for the colors you are in, however you shouldn’t prioritize picking these cards. Unless you’re in 3 colors, most decks can perform just fine without them.
Fabled Passage – 2.5
Fabled Passage is a strictly better version of Evolving Wilds (which is always good in limited). Like life gain lands, Fabled Passage is a nice addition, but not a must-have.