I'm not going to give a card-by-card review although I'll try and remember to talk about all of the important commons. Instead I'm going to take some time looking at each colour and seeing what it adds to the format and also what is lost. The focus will mainly be on the commons as those are the cards that will be your bread and butter for the next few months.
I'd encourage you to open up the Gatherer page of Saviors white cards so you can see all of the cards I'll be referring to here.
Losing a Champions booster in white is fairly significant. White had the second best common in the set in Kabuto Moth and had a number of other high picks too in cards like Kitsune Blademaster and Cage of Hands. Heart of Light in Betrayers was a mediocre substitute for the Cage and in Saviors we have another similar card, in Cowed by Wisdom. This card is great in the early turns of the game when you'll probably still be having four or five cards in hand and your opponent will have to commit an entire turn just to attack with one creature. Later on though the number of cards in your hand decreases and the amount of lands your opponent has increases and Cowed by Wisdom naturally becomes less and less effective. So while it's fine in the early few turns of the game, this is far less effective than either Cage of Hands or even Heart of Light when you need something to take care of that eighth turn Dragon. Still playable but for best results you probably want to use it as soon as possible and try to make the most of the tempo advantage that it creates.
Kitsune Loreweaver is a great little two-drop and one of the few aggressive creatures white has in this set. Both it and Moonwing Moth can attack freely into creatures of a similar size without any fear of dying and they'll both be solid picks for any aggressive decks. Later on in the game if you have 3 cards in hand and some mana spare then the Loreweaver can make a fine 2/4 or even 2/7 blocker if you can hold some mana back during your opponent's turn.
There's a lot of other playable stuff in white but nothing to really get excited about. Kitsune Dawnblade is overcosted, but Shinen of Star's Light and Torii Watchward will both make your main deck most of the time. The Shinen is no Kitsune Blademaster though and while the Channel ability tacked onto it is nice enough it's lacking that crucial “Draw a card” phrase that would make it decent. White had some great creatures in the previous set with Kabuto Moth and Waxmane Baku being amongst the best those sets had to offer. There's nothing here that matches up to either of them though.
Things improve dramatically with the uncommons in white. Descendant of Kiyomaro is excellent when switched on but there are other solid creatures here in Hand of Honor and Inner-Chamber Guard. The guard in particular makes a great addition to any white-blue deck as he's effectively a 2/4 for two mana against all of your opponent's ground based creatures. That will halt any early attackers, giving you time to get your Flyers into play and start winning the damage race.
Ghost-Lit Redeemer and Nikko-Onna are both playable as well. You might want to avoid Nikko-Onna if you have a lot of Enchantments of your own or if you have zero Arcane cards. His best function is simply as a 2/2 that can be saved in combat. A lot of the time though you'll be able to block an opposing 2/2 with him and cast Reach Through Mists or Spiritual Visit to bounce him right back to your hand so you can use him again.
Overall white is still living up to its defensive nature. Although there are a few good aggressive creatures here it still wants to sit back and play the long game. It is definitely weakened due to the loss of the Champions pack, as there's nothing here that really lives up to its best commons from that set. Kitsune Loreweaver, Moonwing Moth and Cowed by Wisdom are the top commons to look out for when drafting white in the future and it's nice that all of those cards will have an equal home in aggressive and defensive decks alike.
It remains a solid colour to draft simply due to its depth in all three sets. If the other colours also take a hit on power terms then white will still be one of the more popular colours to draft.
Once again check out the Gatherer link to see a list of all the blue cards I'll be discussing.
Blue was hurt considerably with the addition of Betrayers as its best common flyers were gone, to be replaced only by Shimmering Glasskite. There really are very few other blue commons in Betrayers that you're really crossing your fingers on getting. The loss of another Champions pack will probably mean its airforce is weakened further. Soratami Rainshaper, Soratami Mirror-Guard and Teller of Tales in particular made up an excellent trio of flyers that helped win many a game for the blue player.
The Illusionist is basically one of blue's long line of strange mana-fixers. With it you can happily cast that Yamabushi's Flame with just two Island and two Plains in play as you return a tapped land, turn an untapped one into a Mountain and then reply the land you returned to give you access to three mana still. You can also potentially disrupt an opponent if it looks like they only have one land of a specific type and they need access to that colour. Forgetting all that though, what this ability basically says is: “: Target Kitsune Bonesetter gains '
There's one other solid card amongst the rest of blue's creatures and that is Minamo Scrollkeeper, which may bring back some fond memories of anyone who played with Hammerhead Shark. In this format, which has a lot of 2/2s and 2/1s for two mana, the Scrollkeeper will shut down the majority of early attackers, allowing your Flyers to seize the advantage in the air.
The remaining creatures in blue are all pretty weak but there's some nice stuff in the spells which is where blue was really hurt in the last set. Freed from the Real is another nice creature removal spell for blue as it can shut down any creature from attacking for the small cost of one blue mana a turn. This is still weaker than Mystic Restraints though as it doesn't actually deal with cards like Frostwielder or Matsu-Tribe Sniper on a permanent basis. On the flip-side it does have the advantage that it can be beneficially played on your own guys. Sometime over the next few months someone will put Freed from the Real on their own Kabuto Moth or Frostwielder and completely wreck you with it.
Oppressive Will is a counterspell that will almost always do the job when cast. It's better than Thoughtbind certainly, although that's not necessarily saying too much. In general counterspells aren't that great in limited but you shouldn't be too disappointed if you're forced to play this one. Murmurs from Beyond is a slightly improved Counsel of the Soratami but only because it's both Instant and Arcane. Drawing three cards and being forced to discard one really isn't any difference to just drawing two and if hand size is important to your deck you probably won't object to including this.
Secretkeeper is also excellent as it's in the colour that will hopefully allow you to maintain a higher number of cards in hand and when you can do that you've got a very large flyer for your money.
Overall, although it's lacking anything really great, blue has enough solid cards here to fill out a deck. The two good common flyers make a nice addition and they should come around fairly often as they're in a smaller set. Blue has definitely performed better than it did in Betrayers. If you're short of flyers from the first two packs you should hopefully have some chances to grab one or two here although they won't be up to those from Champions in terms of power. There is a shortage of Arcane cards here though, so any strategies that try and utilise an early Dampen Thought or an Ire of Kaminari theme will find themselves hurting when the Saviors booster gets opened.
If you want to see the black cards then once again just open them up in Gatherer.
Raving Oni Slave is basically too risky in this format and Deathknell Kami doesn't do anywhere near enough for the mana you invest in it. Shinen of Fear's Chill seems like it's obviously lacking the word “Fear” itself but try as I might I can't find it. Why on earth you'd want to play a five mana 3/2 with no abilities and a significant drawback I'll never know.
Gnat Miser could have potential if you're going first and you drop it turn one as it can then force an opponent to discard down to six on their first turn. Any time after that though it's a non-Spirit 1/1 with no real abilities and not worth playing as a result. Deathmask Nezumi would be amazing if it just required that you have the most cards in hand but maintaining a hand of seven cards in Limited is very difficult and 95% of the time this guy will be a standard 2/2 for three mana with no abilities. Once again, not particularly exciting. If you think you can ever get back up to 7 cards in hand – maybe you're mono-black with a couple of Sink Into Takenumas – then Deathmask Nezumi could actually be very good just don't count on it.
Black has two excellent spells to make up for things a little. Kagemaro's Clutch is very solid removal and will deal with the majority of creatures for four mana. Death Denied is a late game card but if you're in any sort of match-up where creature attrition is relevant it'll have a massive swing on the game. It's got a somewhat tricky casting cost but its instant nature and the fact that it's Arcane makes up for that somewhat.
There aren't quite as many hits amongst the uncommons here either. Kemuri-Onna is solid, Razorjaw Oni is powerful but risky, and Hand of Cruelty is obviously welcome in any deck that can cast it consistently.
Ghost-Lit Stalker might actually turn out to be a surprise hit as it can strip an opponent of four cards before they've even hit their sixth turn and doesn't need to attack unlike Okiba-Gang Shinobi. As a lot of the cards in this set benefit from hand size the discard effect becomes even more powerful than usual. Very nice to have this in play against an opponent with a Kitsune Bonesetter in play and Spiraling Embers in their deck.
Black is definitely weakened in this set. It still has a solid removal spell amongst its commons but there's little else going for it. If you don't have any sort of Soulshift theme going on then you're looking at very slim pickings from this set. Making the most of the first two packs will become very important for any black players from now on. There's nothing amongst the commons that particularly shouts for either aggressive or defensive decks so it will be interesting to see what direction the black decks take over the coming months.
Next week I'll be going over the remainder of the set and once that's complete we'll start seeing some draft picks with the new set. As the draft walk-throughs have been popular of late I'll hopefully be able to get one of those up once Saviours gets running in the Magic Online Beta.