Limited Set Review War of the Spark Red
Other War of the Spark Reviews
Limited:
White | Blueish | Blackness | Red | Green
Ravnica Allegiance Set Reviews (Click to Aggrandize)
Ratings Scale
Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa'south Jitte. The Scarab God.
5.0: The best of the best. (Niv-Mizzet, Parun. Skarrgan Hellkite. Ethereal Absolution.)
4.5: Incredible bomb, just not unbeatable. (Thief of Sanity. Judith, the Scourge Diva. Experimental Frenzy.)
four.0: Good rare or tiptop-tier uncommon. (Gate Colossus. Mortify. Biomancer's Familiar.)
3.5: Elevation-tier mutual or solid uncommon. (Blade Juggler. Skewer the Critics. Skyknight Legionnaire.)
iii.0: Good playable that basically ever makes the cutting. (Sauroform Hybrid. Watcher in the Mist. Wojek Bodyguard.)
2.5: Solid playable that rarely gets cutting. (Ornery Goblin. Syndicate Messenger. Plague Wight.)
2.0: Good filler, but sometimes gets cutting. (Radical Idea. Noxious Groodion. Ghor-Clan Wrecker.)
one.5: Filler. Gets cutting about half the time. (Wall of Mist. Axebane Fauna.)
1.0: Bad filler. Gets cut most of the time. (Feral Maaka. Knight of Sorrows. Prying Optics.)
0.v: Very low-end playables and sideboard material. (Expose to Daylight. Persistent Petitioners.)
0.0: Completely unplayable. (Font of Agonies. One with Nada.)
Ajani, the Greathearted
Limited: 4.0
Ajani is a ridiculous carte du jour when ahead or at parity, only does suffer from needing a lot of creatures to truly exist great. He won't protect y'all when yous don't take a good team, and that leads to some situations where he doesn't quite live up to his full bomb condition. That said, he's still crawly, and better than whatsoever common or uncommon. I'd look to draft Yard/W Proliferate, and Ajani volition be unbeatable in whatsoever of your good draws.
Angrath'southward Rampage
Express: 2.5
While I still don't love edict effects in Express because your opponent's worst creature is often quite bad, this being able to pick off planeswalkers does help. The opponent will rarely accept multiple planeswalkers in play, and a card that can hit a walker or creature does offer a lot of flexibility. Plus, sometimes y'all may actually want to kill an artifact, and this does that too.
Bioessence Hydra
Limited: iv.0
Hydra into planeswalker is very difficult to beat (I tin verify, losing to that verbal sequence in the Mythic Invitational), and this starts out as a burly iv/4. Trample helps a ton here too, and in a deck with 3+ planeswalkers this is an absurd menu.
Casualties of State of war
Limited: 3.5
The casting cost hither is a doozy, which does make me hesitant to take this early. The rating is predicated on you already being blackness-green, and I wouldn't hesitate to take 1 of the better eatables over Casualties when you lot don't know your colors yet. Once casting this isn't an issue, it does do a lot of work, often taking out three cards (creature, country, and planeswalker being the most common). In some matchups it may even do more, though I've notwithstanding to see the fabulous v-for-ane.
Cruel Celebrant
Limited: 1.5 // 3.0
Cruel Celebrant is passable in any fauna-heavy deck, but doesn't get a high priority until y'all really commit to the B/W cede deck. This plus Spark Reaper, Teyo, and Lazotep Reavers is an effective combination, and I have enjoyed when that deck comes together.
Deathsprout
Express: 3.v
Even if the casting toll is a little tricky, Deathsprout is not just in the correct colors for tricky costs, but it helps cast other cards once you resolve information technology. I love this card in the B/Thousand deck that splashes 2-three other colors, and don't listen starting with it from pack one. Killing any animal at instant speed is huge, and this fixes your mana quite nicely.
Despark
Limited: 3.0
Despark is less good than it initially looked, but good plenty to always play in B/W. I similar it a picayune less than the adept eatables, equally it misses more than oftentimes than you might call up, but information technology's always prissy to have equally a backstop against ridiculous bombs (unless those bombs are God-Eternals, or Finales, or…).
Domri, Anarch of Bolas
Limited: 4.0
Domri does a lot of work for just three mana. First of all, you can often notice a profitable fight to pick, specially with your creatures getting +1/+0. Even if you have to trade, you didn't really spend a card on Domri (assuming y'all can protect him), then it's still even on cards to have your 3/3 trade up for their iv/four. Domri as well ramps y'all, and eventually builds up plenty loyalty to fight again, so he'south non a ane-and-done.
Domri is dangerous early on, and can snowball hands, while also being relevant belatedly. That's a lot for three mana, and makes Domri a great menu even if the average case isn't that much more just a three mana fight card.
Domri's Ambush
Limited: iii.five
Domri'south Ambush is a solid removal spell, and note that it isn't a fight, it'due south a punch, then their animal doesn't hitting back. This is keen in red-green merely not quite worth splashing, making it state about where adept common removal does.
Dovin's Veto
Express: 2.0
I usually primary deck Dovin's Veto in this format, thanks to all the planeswalkers, but I don't hesitate to side it out if the opponent doesn't take a lot of targets.
Dreadhorde Butcher
Limited: 3.0
Dreadhorde Butcher gets out of control if you land it early, and even late game it's a Footlight Fiend at the very least. That'south a solid playable, though not something that would put me into black-cherry early.
Elite Guardmage
Limited: three.5
This Guardmage may be Aristocracy, simply blue-white tends not to be. I do like that this is hands splashable, and powerful enough to be worth information technology. This delivers a solid card-and-a-half worth of value, and is expert at basically any phase in the game, so seeing one pick five or vi does bias me towards U/Westward, even if that isn't where I'd similar to kickoff.
Enter the God-Eternals
Limited: 4.5
Enter the God-Eternals does it all. Information technology slices (a creature), it dices (their deck), and it leaves you with a 4/iv plus 4 life. That's a ton of value, and well worth five mana. This is the perfect card when you're behind, while also being crawly when you're ahead, and is something I'd definitely attempt to splash in any blue deck.
Feather, the Redeemed
Limited: four.0
Plume is less splashable, since a ton of her value is in being a cheap 3/4 flyer. She has some neat combos with diverse red and white commons too, making her both a powerful carte in her own correct likewise every bit a rewarding build-around.
Gleaming Overseer
Express: 3.five
I love Gleaming Overseer. A 1/4 plus a ane/1 is already good value, and this oft pumps your aggregate token into something respectable. At that point, having hexproof and menace means that you're rewarded for piling on tokens, and U/B is very skillful at doing so. This is corking no affair how y'all utilise information technology, and enables both a sacrifice theme and a go-big amass theme.
Heartwarming Redemption
Limited: 1.five
Equally heartwarming every bit this may be, Boros is aggressive enough that this effect doesn't quite fit. It is powerful, as replacing itself means you aren't losing card reward, and cycling your hand and gaining 4-five life is a sweet issue, so I'd be inclined to run this in any midrange or command deck where the colors work out.
Huatli'south Raptor
Limited: 3.0
Once you lot are firmly in the Chiliad/W proliferate deck, Huatli's Raptor is crawly. You don't actually want to driblet information technology on turn 2 most of the time, as information technology's at its nigh clever when you play information technology on turn 5 forth side other proliferate or +1/+1 counter effects.
Invade the City
Limited: ane.0 // ii.0
In a heavy U/R spells deck, Invade the City sometimes is better than Relentless Advance, and that'south a pretty low bar. I don't much like this as a build-around, and while I volition begrudgingly play information technology if I'm at xv+ spells, it's definitely not an early selection.
Leyline Prowler
Limited: 3.5
I honey when the 2-color card perfectly encapsulates that color pair's strategy, and Leyline Prowler gets loftier marks on that metric. Information technology enables 5-color GB, providing mana fixing, ramp, and a good trunk for brawling. This is great on plough 3 and still good on turn 7, making it exactly what these ramp decks need.
Living Twister
Express: 4.0
Living Twister is a nightmare to play against. You accept to play as if the opponent is e'er property a scattering of Shocks, because they basically are, and that makes double-blocking or fifty-fifty deciding what to play extremely difficult. It'south besides tough plenty that many cards tin can't accept it down, meaning it'due south definitely sticking around and making things difficult. This is worth taking early and worth splashing, and does particularly well with card draw, as it efficiently converts resources for you.
Mayhem Devil
Limited: 3.0
Mayhem Devil falls into the Huatli'due south Raptor bucket—it's great in its color pair, just not worth splashing. It enables cede decks nicely, and even punishes the opponent for sacrificing, just isn't something I desire to commit to in the commencement couple picks.
Merfolk Skydiver
Limited: 3.5
I honey Merfolk Skydiver. All by itself, information technology'southward a 2/2 flyer for ii that grows itself, and the ceiling is much college than that. It crushes in proliferate-heavy decks while being not bad in any deck, which is a card I like starting with. Information technology'due south as well worth splashing if you're actually going deep on proliferate, as the consequence is powerful even in the belatedly game.
Neoform
Express: 1.0
Modernistic: 4.0
We aren't quite on the topic of Synthetic, though information technology'south clear at this point that Neoform delivers there (by and large Griselbrands, pipage hot to your door). In Limited, I'd only play this if I had a really tight curve, a lot of cede fodder, and some actually skilful hits. That'southward non going to be frequently, though I saw Josh Utter-Leyton draft a pretty sweet Simic Proliferate deck that sacrificed Iron Neat to become go some powerful 4-drops.
Nicol Bolas, Dragon-God
Limited: iv.0
Limited without being greedy: 3.0
Bolas is an obscenely powerful card, only also a very difficult card to cast. I don't recommend slamming Bolas and diving headfirst into Grixis, but if you see Bolas after taking a few black cards, it is possible to cast. You lot want to be heavy black, with blue and red every bit splashes, and prioritize fixers. Being able to -three to impale anything and +1 to draw a card plus revenue enhancement them for a menu is awesome, and sometimes this even hijacks the abilities of other planeswalkers (though there aren't many that do it improve than Bolas). The power hither is worth it, and fixing does make it possible, but you likely should keep yourself open to begin with, and only movement into Bolas territory if you meet him a picayune later.
Niv-Mizzet Reborn
Limited: 1.0
Style Points: five.0
Niv is just a little too difficult to realistically cast, as all 5 colors is quite the ask. I would demand 5+ multicolor fixers to even effort this, and fifty-fifty then, it's a hard-to-cast half-dozen/half-dozen flyer that may draw y'all a card. That's a lot of effort for not a huge payoff—relieve this one for showing off.
Oath of Kaya
Limited: 3.5
Even a sorcery-speed Lightning Helix is dandy, and Oath of Kaya'due south passive ability is quite stiff. It's like shooting fish in a barrel to become another 4-half dozen points of life drain out of it, making this a fantastic card.
Pledge of Unity
Limited: iii.5
All Pledge of Unity requires to be skillful is a creature-heavy deck, equally permanent mass pump with life gain fastened is neat. In one case you add in a few ways to proliferate, Pledge becomes ane of the best cards in your deck, and is exactly what G/W is looking for.
Ral, Storm Conduit
Limited: 4.five
Ral has diddled me away. I commencement thought he would be just OK, only the combination of super high loyalty and a actually powerful -2 has me convinced. You do desire v+ spells in your deck to really take reward of Ral, and one time you lot do he becomes a bomb. He as well pings other planeswalkers nicely, and doubling up on any bounciness or removal spell keeps him well-protected.
Ral's Outburst
Express: iii.v
Ral's Outburst gives yous a overnice scrap of card advantage attached to your removal spell, and is a carte du jour I'd have early, never cutting, and fifty-fifty splash for. Annotation that if the target is removed (bounced, sacrificed, etc), y'all don't draw the card, so if you need the carte then you should point this at the opponent's face.
Roalesk, Apex Hybrid
Limited: 5.0
Roalesk really is the gift that keeps on giving. Not just do y'all get a 5 mana four/five flight, bruise, only y'all get two +1/+1 counters immediately and a double proliferate upon exit. That'south an insane amount of stats for 5 mana, and Roalesk is just ridiculous every bit a event. It's basically a flying Verdurous Gearhulk, which is high praise indeed.
Role Reversal
Limited: 3.5
The grade on Office Reversal is undoubtedly much higher than many people would look, especially given how mediocre cards like Switcheroo tended to be. There are a few things going on that make this a great carte du jour:
- It's cheap—3 mana is not a lot to invest.
- Amass gives yous a lot of 1/1 junkers to trade to the opponent.
- In that location are a lot of decks that expect to buff their creatures, and often have ane enormous threat in play.
- Swapping planeswalkers is very powerful, peculiarly if yous have ane that is almost used up and doesn't have a plus power.
Add all that together and Role Reversal becomes a smashing card, and i well worth enabling. I'd try to have some aggregate and a few planeswalkers to actually maximize it, though I've yet to notice a U/R deck that doesn't want it.
Rubblebelt Rioters
Limited: 3.0
The Rioters are a strong threat, even if they practice need a little help. Note that if they are the biggest animal, they volition look at their ain power, so pump spells practise play here. I like Rioters in whatever creature-heavy R/Yard deck, but am generally non looking to splash them.
Solar Blaze
Express: 3.five
This rating is predicated on you lot drafting a decision-making deck, and often 1 thats iii+ colors. That'southward where Solar Bonfire really shines, as it doesn't fit all that well in an aggressive R/W deck. You can too set on into bigger creatures before playing this, and notation that any deathtouch animate being kills itself no matter what.
Sorin, Vengeful Bloodlord
Limited: four.5
Sorin is a beast. He has a ton of loyalty, gives y'all a ton of life due to his passive, and can pick off opposing planeswalkers nicely. He also lets you lot spend his loyalty well, bringing back all sorts of creatures over the course of the game. I've been very impressed by Sorin, and wouldn't hesitate to splash him.
Soul Diviner
Express: 3.5
Soul Diviner is a scrap of a build-around, merely due to the makeup of the set up, it doesn't take a whole lot of piece of work to do so. It'll be great in your average U/B deck, as it takes counters off aggregate tokens besides as planeswalkers, and at 2/3 for 2, tin can fifty-fifty brawl well.
Storrev, Devkarin Lich
Limited: iii.v
Storrev has actually underperformed for me a piddling, largely thank you to the tricky casting cost. So much of Storrev's value is in slamming him early, and on turn 6+ he gets dealt with past eatables like Invading Manticore or Kiora'south Dambreaker. That said, this is all the same a hyper-efficient beater that can draw you lot cards when it connects, so I'm even so taking Storrev early.
Tamiyo, Collector of Tales
Limited: 4.0
Tamiyo is another carte du jour that's better than she looks. She brings back any card with her -3, and if you can protect her, the +one will somewhen hit. The beginning identify to start is naming any carte du jour you have multiples of, only if you need a specific card to survive, or win the game, feel gratis to name that instead. Her passive is too a nice one, and I've seen Toll of the Invasion become bricked hard by Tamiyo earlier.
Teferi, Time Raveler
Limited: iii.5
Teferi is substantially an Arrester's Admonition with upside, which is pretty sweet. Thanks to proliferate, you can often become a second bounce out of Teferi, at which point he did a ton of work for you, and even if information technology's only 1 bounce + you save a few life, he did only cost 3 mana. It's besides nice not having to worry near gainsay tricks, thank you to his passive, and sometimes yous even go to play a sweet sorcery at instant speed.
Tenth Commune Legionnaire
Express: three.0
The rating here goes up a picayune flake once you are already in Boros Aggro, particularly if you accept a couple combat tricks. I wouldn't desire to start with this, because it is pretty narrow, just information technology's powerful once you are going downwardly that road.
Time Wipe
Limited: iv.0
Fourth dimension Wipe is really sweet. Wrath + Rescue is a cute combo, and it'southward absurd how much ameliorate a sweeper gets when you don't have to telegraph it. Your opponent won't know it'south coming, given that you become to play out your best creature however, and the tables turn rather quickly once the board gets wiped. This card is great and easily worth splashing.
Tolsimir, Friend to Wolves
Express: four.0
Tolsimir delivers to you lot, as long every bit what you ordered is an extremely angry Wolf. He puts a ton of stats into play, and eats a 2/two or trades for a 3/iii, all of which is groovy. You can choose not to fight as well, which occasionally comes up.
Tyrant's Contemptuousness
Limited: three.0
Smother + Unsummon is a fine combination, but I'yard not jumping into U/B early merely considering of this. I similar picking this upward mid-pack, equally it isn't a flop uncommon or a aureate card worth committing to.
Widespread Brutality
Limited: 4.0
Widespread Brutality is very like to Time Wipe, and effective for many of the same reasons. This even lets you attack right away with the animal you continue, bold you already have an amass token out, and you can sometimes maneuver things so this doesn't impale your biggest creatures. Of course, sometimes you won't be able to kill your opponent's biggest creatures either, which is a adventure you take.
Angrath, Captain of Chaos
Limited: 3.5
Angrath is a menacing carte, both in class and part. Making a 2/2 (or buffing an aggregate token) is a good -2, and giving your squad menace makes killing opposing planeswalkers very easy. Angrath is at his all-time in aggressive decks, but is still a totally fine defensive card, and gets bonus points for existence hybrid (as all of this cycle does).
Ashiok, Dream Render
Limited: 2.5
I actually like Ashiok in some matchups, or in a deck that does a good job defending itself. I wouldn't just jam Ashiok in any random deck, because it doesn't affect the board at all.
Dovin, Hand of Control
Express: 3.0
I've got to manus it to Dovin—he does a really adept Icy Manipulator impression. I peculiarly like Dovin with proliferate and other planeswalkers to protect, equally y'all exercise demand to be doing something in club to gain an advantage from Dovin. Plus, his passive sometimes really messes the opponent up, and overall Dovin provides more enough value to make the cut.
Huatli, the Lord's day'due south Heart
Express: 1.0 // 3.0
Huatli is a prissy build-around, and actually goes off with Charity Extractor. You often won't want to even use the -3, and she survives pretty well with 7 loyalty. I like her in B/Westward decks the most, though I've seen Thousand/Westward be able to utilize her well plenty.
Kaya, Bane of the Dead
Limited: 4.0
Kaya is one of the cards I most want to start pick, due to her combination of power (high) and flexibility (very loftier). Hybrid mana means that Kaya can exist played in any color combination that includes white or blackness, and given that she picks off two creatures, is a carte I want in any deck. She even cuts through Lazotep Plating, a fault I've seen many people make. I get asked Draft picks on Twitter frequently, and my nigh common answer is "accept the Kaya".
Kiora, Behemoth Beckoner
Limited: i.5 // iii.5
Kiora is basically a green bill of fare, given how few bluish creatures are large enough to become you that extra carte. She is fantastic as long every bit you have 5+ means to trigger her, equally she starts with a lot of loyalty and generates a good flake of extra mana (bonus points for combining her with New Horizons).
Nahiri, Tempest of Rock
Express: 3.0
Nahiri is stone solid, and expert in both ambitious and defensive decks. Giving all your creatures first strike is an excellent way to push in attacks, and killing tapped creatures helps defend you nicely. She is a keen philharmonic with Law Rune Enforcer too, so keep that in mind.
Saheeli, Sublime Artificer
Limited: 3.0
In a spell-heavy U/R deck, Saheeli is keen. She won't close out a game by herself, just she gives you a ton of ground blockers, and her -2 tin can let you hit for extra impairment if you have something big in play. I like Saheeli with 9+ means to trigger her, and bonus points if some of those are bill of fare depict, to go along the spells flowing.
Samut, Tyrant Smasher
Limited: 1.5
Samut is only good when you are pressuring the opponent, though she does perform well in that spot. I'd look to be R/G with large monsters, and treat Samut as a temporary speed heave.
Vraska, Swarm'due south Eminence
Limited: 4.0
Vraska is another card I observe myself get-go-picking frequently. Making ii one/1 super deathtouchers is great for four mana, and with proliferate you may even get a 3rd sometimes. She also punishes the opponent for non blocking your i/1s, and given her hybrid cost, can show upwards basically anywhere.
Karn, the Bully Creator
Limited: i.0 // 2.0
Karn is a weird one. The best utilise I can imagine for him is to take a God-Pharaoh'southward Statue and a Saheeli's Silverwing in the board, making Karn a bizarre sort of Divination. I'thousand not sure how feasible that is, but you'll likely exist able to selection upward all the pieces on the inexpensive.
Ugin, the Ineffable
Limited: v.0
Ugin nabs a coveted perfect score thanks to existence colorless. This goes in any deck, and is the safest/all-time first choice in the set. The combination of abilities is splendid, with both the -3 and +ane beingness good in just nigh any situation. The fact that the two/2s draw you cards when they die is a squeamish cherry on top, and I've found that Ugin delivers.
Ugin'south Conjurant
Limited: 3.5
I think Ugin's Conjurant might be the most underrated card in the set. People read the drawback of taking damage equally permanent -1/-one and recall the card is crap, when information technology's anything but. Kickoff of all, it's an 10 spell where 10 is good at whatever number (though 4 or v is the sweet spot), making it flexible. It tin can be a 3-driblet if yous accept an expensive hand or a 7-drop if you're flooding out. It besides works very well with proliferate, and the ability does prevent damage, so it'southward immune to deathtouch. All that added together makes this a great early pick and a card I'1000 happy with in any deck.
Firemind Vessel
Express: 1.0 // iii.0
In a normal 2-color deck, this is crap. Information technology's too expensive and doesn't affect the board until style too tardily. In a three+ colour deck, especially one with some expensive bombs, it becomes a strong enabler, though I tend to prefer the Mana Geode.
God-Pharaoh's Statue
Limited: 0.5
The Statue is way likewise expensive to be good, though the effect is so miserable that information technology'south surely by design. I tin can run into siding this in confronting someone with a lot of expensive cards, and at that place is the Karn philharmonic I talked about earlier, but you should be able to option this up for free most drafts.
Guild Globe
Limited: 2.5 // iii.0
I like Guild World, and am happy playing it in 2-color decks if they have a lot of double mana costs. It also triggers cards like Spellgorger Weird, and overall has a pretty low opportunity price. In a 3+ color deck information technology becomes fifty-fifty better, and those decks volition nab these every bit soon as they tin.
Iron Bully
Limited: 2.0
Atomic number 26 Bully takes a piffling work to be good. In a deck with heavy proliferate it can be quite menacing, but it'due south otherwise also expensive for what you get.
Mana Geode
Limited: 2.0 // 3.0
Similar the other fixers, I wouldn't really await to play Mana Geode in a two-color deck, but information technology shines once yous are getting a little more wild.
Prismite
Limited: 1.0
I really dislike Prismite. Information technology's expensive fixing, a mediocre torso, and good at basically no point in the game.
Saheeli'due south Silverwing
Limited: 1.5
The Silverwing gets a bad rap. Don't become me wrong, the card isn't great, simply information technology can attack planeswalkers well plenty. I'd play this if I actually needed a flyer, and leave it at home if yous don't.
Boom Zone
Limited: 3.0
All of the lands are somewhat similar in that they are strong playables that don't count confronting your spell slots. Blast Zone does a adept job of punishing the opponent for having too many cards of the same cost, and tin likewise scare them into playing out their hand differently than they'd want to. Notation that this is i of the few cards in the set where the opponent may cull to proliferate onto it, so don't exist defenseless unawares if they do.
Emergence Zone
Limited: 0.5
I don't recollect my mana can ever become practiced enough to justify playing Emergence Zone. The consequence is only too pocket-size to give upwardly a colored source.
Gateway Plaza
Limited: ane.0 // three.0
Gateway Plaza is mediocre in 2-color decks and bully in iii+ color decks, just like previous cards. Having your state cost 2 mana is rough, so it'south only worth it if you lot're really going deep.
Interplanar Beacon
Limited: i.5
You'd need a lot of planeswalkers before this becomes better than a bones land, and ideally they bridge 3+ colors equally well.
Karn's Bastion
Limited: 3.5
Karn's Breastwork has a very powerful consequence, and tin can win a game from a stalemate quite easily. Almost whatever deck volition want this, and in a heavy proliferate deck, it'southward almost a bomb.
Mobilized Commune
Limited: 3.0
Mobilized District is a dainty manner to get value from a land, and oft worth playing every bit the 18th land. It taps for mana until you demand it to trade off, and can fifty-fifty force per unit area the opponent if you have a land-heavy depict.
Whew. The journey was longer than anticipated, but we did become to the end. Thank you for bearing with me, and I'll be back soon with Constructed!
LSV
Tags: Artifacts, Gold, Lands, Limited Fix Review, LSV'south Set up Review, LSV's War of the Spark Ready Review, Ravnica Allegiance, Ravnica Fidelity Gear up Review, Set up Review, War, State of war Limited Fix Review, War of the Spark, War Set Review
Source: https://strategy.channelfireball.com/all-strategy/mtg/channelmagic-articles/war-of-the-spark-limited-set-review-gold-artifacts-and-lands/
0 Response to "Limited Set Review War of the Spark Red"
Post a Comment