Revieing white commons for fun.
Triumphant surge: 4 power is a lot and this can easily rot in your hand, then again, you could use an escape aura to boost a problematic creature in a pinch and then kill it with this
VERDICT: probably barely playable unless you are lacking better things to kill big dudes I would guess.
Transcendent envoy:1 power flyers are kinda meh unless you suit them up. Most auras cost little enough that the discount enables double spelling more than early casting of big auras. It does make heroic trigger easier to stack for one big single turn boost(and gives an evasive body for it), would still not play it unless I had a lot of auras with a strong etb effects(a cheap flier is a good thing to cast them on) or really cared about constellation.
VERDICT Probably unexciting if you have synergy, unplayable otherwise(best in boros?)
Sunmane pegasus, seems worse than the devotion flyer, the ability also asks for auras to shine, paying 2 mana for 2 life is probably only relevant late game.
VERDICT: meh, would not look forward to run this.
Sentinel's eyes: basically
short sword, but with constellation benefits. White has no other escape card below mythic, so it has to contend less with other escape cards for cards to exile, slapping this on most flyers makes serra angels at least, and probably costs as much mana as the real thing.
VERDICT: would avoid if I had 3 better escape cards, low impact without synergy, probably better in constructed.
Rumbling sentry: the white adamant knight in eldraine was nothing special, and this also looks like nothing special, white has some decent flyers this time that appreciate holding the fort tho.
VERDICT: I don't think aggressive decks want this, flyers might tho.
Revoke existence:sorcery speed kinda sucks since you can remove auras once the creature enters combat, most common creatures this kill seem small or nothing special, most artifacts seems kinda meh.
VERDICT:maindeckable, but not always makes the cut if you have better removal.
Pious wayfarer: this requires a steady number of encgantments, which most creatures aren't. Not that good of a card, but if you lack in low drops and have quite a bit of enchants it is not completely terrible late game and aggressive decks play one drops to curve better sometime,White does have 2 flash common encants that allow this to cast combat tricks in combat.
VERDICT: meh, but with 6-7 enchants might make the cut.
Leonin of the lost pride: the upside is better in the late game, watch out if the opponent seems too eager to trade for it. Amusingly decent vs. Mogis favor, 1 toughness means he's not good at hording auras. 3/1 aren't usually too hot in white and I'm not sure this is an exception, but at least it has semirelevant upside late game.
VERDICT: not the 2 drop you want, but the one you might need.
Karametra's blessing:wow, the base pump seems reasonable, and the special mode of granting protection is nasty, nice constellation payoff and saves yours "hero"'s while they swing if you enchanted them.
VERDICT: I think you usually want to pick 1-2 of these and run them, but without the special mode they are a lot more replaceable.
Indomitable will: not a bad trick, and we have quite some enchantment payoffs, one of the few ways to trigger constellation in the opponent turn for possible blow outs, I would expect this to be playable.
VERDICT: Would expect one of them to be fine in most decks.
Hero of the pride: 2 toughness is nice with 2 combat tricks also granting 2 toughness in white, white seems to have quite a few ways to trigger the boost.
VERDICT: I feel this will be white premium 2 drop and having 2-3 of them makes some other white cards more playable.
Heliod's pilgrim:all three common white auras feel playable and a random body around helps with hero's, plus this is a pseudo constellation guy. Plus all colors have a common aura that counts as removal.
VERDICT: this feels like a fine 3 drop this time around, the third one you cast might still be disappointing, so probably you want between 0 and 3 max in your deck.
Glory bearer: triggers constellation, but the body doesn't seem that good and the effect is just okayish for me, I don't think this is the 4 drop you want, but I might be wrong.
VERDICT: I think you want constellation payoffs before being happy to run this.
Flicker of fate: this does some nasty thing with the playable auras, but it's still a combo piece that can be dead (and the hero guys will be summoning sick). switching auras around sounds fun but it will still be a 1 for 1.
VERDICT: I feel you will often have better stuff to do in your noncreature slots.
Dreadful apathy: the exile clause is very welcome since it makes removing it a pain and attacking into a creature wearing this mostly harmless, I think this will be strong, possibly as strong as a 2 mana pacifism would be in a normal set.
VERDICT: yes, yes,all my yes.
Daybreak chimera: this feels really close to
phantom monster, which is to say, Wow. This can even be castable with only 3 lands( but double white seems tricky), which means you can keep 3 lands hands with it and feel pretty good about it.
VERDICT: probably one of white best commons.
Captivating unicorn:if they can block this profitably after activating it's effect, either something weird is happening or they aren't attacking you at all. I think this is strong and a good reason to play enchantments at common, so it makes enchantment better just by existing. Most enchantments with flash are combat tricks, which makes using this to tap things in their first msin phase not that good, tapping a future blocker at instant speed seems good tho.
VERDICT: I think 3-5 enchantments are enought to make this guy good.
Nixborn courser: being an enchantment is nice, double white pip on t3 less so, I think you want both constellation and flyers to be happy about this, but it is the more impressive white 3 drop to block on t3 so if you are low on low drops this might also be nice.
VERDICT:acceptable, but I'm not sure I want to run it.
Omen of the sun: the tokens are not that good, so I would want some enchantment creatures or 3-4 "hero"(gl with that) before being happy with this, can also act as bad removal for cheap dudes I guess. Scry 2 means that trading for a 2 drop is not terrible so maybe this is a little better than it looks.
VERDICT:not sure, could see it doing things.
5-Yes,yes,yes!: daylight chimera, dreadful apathy.
4-Happy to pick this hearlyish:captivating unicorn,hero of the pride, karametra blessing.
3-Would expect to run this more often than not:omen of heliod,heliod pilgrim,indomitable will,sunmane pegasus(maybe)
2-Decent filler even in a strong deck:nixborn courser,leonin of the lost pride,revoke existence, rumbling sentry(maybe)
(2, but only with some sinergy)Seems decent in the right shell:sentinel's eyes, pious wayfarer(maybe), glory bearers.
1-most likely not blanks, but a bit eww:triumphant surge.
(1 if you have sinergy)-Sometime they might be decent I guess: transcendent envoy,flicker of fate.