Precognitive Perception
3.5 5 mana to draw 3 at Instant speed is pretty nice, usually really giving you a major advantage, and sometimes you can even use the Addendum version, which gives you some awesome card selection before you draw the cards. Either way you cast it, you’re putting yourself in great position. The one downside is this is a 5 mana card that has no impact on the board.
Windstorm Drake
2.5 A 5-mana 3/3 Flyer isn’t great, but this does buff your other flyers, and that does enough to make this a pretty reasonable playable in most Blue decks.
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Orzhov Enforcer
3.5 Now THIS is a death toucher. It can trade with anything as a two mana card, and it even leaves behind a very relevant 1/1 Flyer that can really matter all game long.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 2: Grasping Thrull
Gyre Engineer
3.0 This is incredibly fragile, and you’ll find it often dies to a very cheap removal spell before you untap with it. But if you do untap, you get a pretty nice mana boost.
Regenesis
1.5 Getting two things back from your graveyard can be nice, but 5 mana is a big cost to pay, even at Instant speed.
Angelic Exaltation
1.0 This costs a lot of mana for something that doesn’t add a body to the board, and while it does effect it as soon you attack alone with something, it requires further set up beyond that to really be relevant.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 3: Faerie Duelist
Cult Guildmage
3.5 The second ability is where most of the value is on this one, since pinging your opponent for only a single Red is a pretty darn good deal, and also sets up all of your Spectacle. Its nice you can disrupt your opponent’s hand in the late game too.
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 4: Sunder Shaman
Sunder Shaman
3.5 This is hard to block effectively, and this format has enough artifacts and enchantments around that its ability to threaten those is a pretty big deal.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 5: Amplifire
Amplifire
2.0 This thing has a big text box, but mostly this ends up being a pretty mediocre vanilla creature. Sometimes it will get pretty big, but a lack of any sort of evasion doesn’t make that a huge deal in a format with plenty of creature tokens. And the flip side is that sometimes it is really small – and there is always a window where it a very vulnerable 1/1.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 6: Sauroform Hybrid
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 7: Cindervines
Cindervines
0.5 This is a decent sideboard card. You’re really only going to want to bring it in against decks with artifacts and enchantments worth targeting, though. The other ability isn’t enough on its own.
Tin Street Dodger
2.5 This is a decent creature for a few reasons. First, if you’re in Rakdos, it is a good spectacle enabler. Second, if you’re in Gruul, it’s a nice play to put +1/+1 counters because it is usually unblockable. It is a nice enabler/payoff for each of those decks.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 8: Spikewheel Acrobat
Plaza of Harmony
0.0 // 2.5 If your deck has enough gates in it, this is a pretty reasonable land, as the 3 life is really helpful. But you probably need 7+ gates before you should consider playing it.
Scrabbling Claws
0.5 This is mostly a sideboard card to bring in against graveyard decks, and there aren’t really that many of those in this format anyway.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 9: Rampaging Rendhorn
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 10: Gruul Guildgate
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 11: Gruul Locket
Cult Guildmage
3.5 The second ability is where most of the value is on this one, since pinging your opponent for only a single Red is a pretty darn good deal, and also sets up all of your Spectacle. Its nice you can disrupt your opponent’s hand in the late game too.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Pack 1 Pick 12: Mammoth Spider
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Pack 1 Pick 13: Ghor-Clan Wrecker
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Pack 1 Pick 14: Spear Spewer
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Pack 1 Pick 15: Coral Commando
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Pack 2 Pick 1: Gruul Spellbreaker
Gruul Spellbreaker
4.0 This is an excellent and efficient creature, and one that your opponent has no hope of interacting with on your turn. Its nice to know that you can use tricks and stuff on the Spellbreaker and know with certainty things will go your way!
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Spirit of the Spires
2.5 This has decent stats and okay upside, especially if your deck has a decent number of fliers.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 2: Territorial Boar
Awaken the Erstwhile
0.0 Yeah, this just needs too many things to work out to ever be worth it. Giving your opponent tokens too is a horrible idea, and you just don’t have that much control over who has more cards in hand.
Cry of the Carnarium
0.5 // 3.0 In this format, you can end up in some pretty defensive and controlling decks, and in them, you don’t have very many creatures who die to this. If you’re one of those decks, this thing is a power house, as it can completely derail aggro decks in the early game, virtually guaranteeing you win. But there are lots of decks in this format that shouldn’t be interested in this in the main deck.
Incubation
2.0 This isn’t as impressive as the rest of this cycle. Both sides can be nice in certain situations, but even when you have both options, neither ends up feeling too great a big chunk of the time. Paying one to get a bit of card selection isn’t great, and neither is paying 3 to kill something and give its controller a 3/3. This is certainly playable, but not remotely impressive.
Macabre Mockery
1.5 Most cards that are just temporary reanimation spells don’t tend to be very good, and that’s pretty much the case here. Sure, you can get something back and get a big swing in sometimes, but what you get often isn’t worth the card you spend.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 3: Emergency Powers
Emergency Powers
1.5 This is a really interesting design, though it isn’t particularly good! You have two options here. You can use this on your opponent’s end phase to reload both of your hands, and then get the first chance at playing some of the new cards you draw when you untap. That can feel pretty good, and is honestly sometimes better that going the Addendum route here. Getting one 7 mana permanent into play for free is nice of course, but then your opponent gets to untap and play everything in their hand. Either way, the card is pretty awkward if you’re already behind, and isn’t really guaranteed to get you ahead at parity either.
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 4: Rubble Slinger
Gates Ablaze
1.0 // 3.5 Gate control decks are definitely a thing in this format, and this is a card that can enable them, since it can often sweep the board in the early game, allowing you to get to the point where you can cast your Archway Angels and the like.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 5: Frenzied Arynx
Silhana Wayfinder
2.0 This just give you some card selection. And, that’s nice – but it is something people tend to overrate. The difference between drawing a card and putting one on top of your library is massive. This is a fine card, but don’t overrate it.
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 6: Wrecking Beast
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 7: Gruul Beastmaster
Rakdos Firewheeler
3.5 A 4-mana 4/3 that kills a small creature and shocks the opponent is always a great deal!
Gruul Beastmaster
2.5 This can add a bunch of damage to the board out of nowhere if you choose Haste. And, that’s what you’ll be choosing when your opponent’s shields are down. If your opponent is able to block more effectively, you can just go with the counter, and wait until your next turn to attack. Both occurrences are solid.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Pack 2 Pick 8: Rubblebelt Runner
Incubation
2.0 This isn’t as impressive as the rest of this cycle. Both sides can be nice in certain situations, but even when you have both options, neither ends up feeling too great a big chunk of the time. Paying one to get a bit of card selection isn’t great, and neither is paying 3 to kill something and give its controller a 3/3. This is certainly playable, but not remotely impressive.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Pack 2 Pick 9: Gravel-Hide Goblin
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Pack 2 Pick 10: Rubble Reading
Awaken the Erstwhile
0.0 Yeah, this just needs too many things to work out to ever be worth it. Giving your opponent tokens too is a horrible idea, and you just don’t have that much control over who has more cards in hand.
Macabre Mockery
1.5 Most cards that are just temporary reanimation spells don’t tend to be very good, and that’s pretty much the case here. Sure, you can get something back and get a big swing in sometimes, but what you get often isn’t worth the card you spend.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Pack 2 Pick 11: Burn Bright
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Pack 2 Pick 12: Gravel-Hide Goblin
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Pack 2 Pick 13: Sylvan Brushstrider
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 2 Pick 14: Act of Treason
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Pack 2 Pick 15: Rakdos Locket
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Pack 3 Pick 1: Sphinx of Foresight
Sphinx of Foresight
4.5 This has great stats, and improves the quality of your draws. Getting it in your opening hand really makes it insane, since it can let you Scry before the game even begins, and that’s something that can give you a very really early game advantage.
Tin Street Dodger
2.5 This is a decent creature for a few reasons. First, if you’re in Rakdos, it is a good spectacle enabler. Second, if you’re in Gruul, it’s a nice play to put +1/+1 counters because it is usually unblockable. It is a nice enabler/payoff for each of those decks.
Azorius Skyguard
3.0 This has mediocre stats for the cost, even with First Strike in the mix, but its ability does have an immediate impact on the board, sometimes even making your attacks better, and usually making it harder for your opponent to attack you on their turn. There is one pretty big downside here, though – the Skyguard dies to a whole lot of very cheap removal in the format. Its not uncommon to pay 6 for this and have it blanked by something that costs 3 or less.
Depose
3.5 The Deploy side here is where most of the value is – and boy, it end sup being a lot of value! At worst, you get two 1/1 flyers and gain 2 life – and that’s about a 2.5, and this often ends up gaining you significantly more life. Having the Depose option is nice too, as sometimes you can use it to find a way to get through for lethal.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 2: Clan Guildmage
Breeding Pool
2.5 This offer some very nice fixing, and if you’re in the market for that they are definitely nice. They are worth taking any time you are splashing a color or they are in both of your colors.
Clan Guildmage
3.0 This guildmage might be the most underwhelming of the group, but its still pretty good! One problem is that both of the abilities kind of do the same thing, so it isn’t as flexible as the others. Turning off a blocker can really allow you to get in for huge damage, and animating a land for a turn can do that too.
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Clear the Stage
3.0 5-mana for -3/-3 isn’t very good, but if you have a few creatures with 4 or more power in your deck, it becomes pretty impressive, as killing something and getting the best creature back from the graveyard is a big deal.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 3: Dagger Caster
Flames of the Raze-Boar
3.0 6 mana to do 4 to a creature isn’t great, but if you have a 4+ power creature, this can turn into a pretty impressive sweeper, taking down multiple things! Its expensive, and the set up is real – but its upside is massive.
Eyes Everywhere
1.0 This isn’t really worth it. The Scry isn’t enough, and playing a silly mini-game with it to steal your opponent’s stuff is rough. If your opponent has no way at all to produce Blue mana it definitely gets a little more interesting, but this format has such good mana that I wouldn’t count on them not having it.
Dagger Caster
2.0 This can sometimes come down and kill some stuff, but most of the time it feels like it just pings the opponent for one damage. It is pretty sweet to combine with Bladebrand, though!
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 4: Rubblebelt Recluse
Sphinx of New Prahv
3.5 This has nice stats that can win the game on its own, and it is a little harder to kill than it looks at first glance thanks to its ability.
Sunder Shaman
3.5 This is hard to block effectively, and this format has enough artifacts and enchantments around that its ability to threaten those is a pretty big deal.
Windstorm Drake
2.5 A 5-mana 3/3 Flyer isn’t great, but this does buff your other flyers, and that does enough to make this a pretty reasonable playable in most Blue decks.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 5: Nikya of the Old Ways
Nikya of the Old Ways
4.0 This card is surprisingly good. The downside is pretty real, but if you’re drafting Gruul you’ll find yourself in decks with 18+ creatures pretty often, and if that’s the case this is an excellent inclusion. You can usually drop it on turn 5, and then untap and play your hand on the next turn. Nikya gets even better if you make sure to include some activated abilities that you can sink your massive amounts of mana into. Drawing your noncreature spells when Nikya is in play can feel rough, but you can also just send in the big 5/5 and offer trades when that situation happens.
Carnival
2.5 There are enough X/1s in the format that Carnival can do some stuff. Carnage can be pretty nice when your opponent has the cards to hit with it.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Pack 3 Pick 6: Gravel-Hide Goblin
Macabre Mockery
1.5 Most cards that are just temporary reanimation spells don’t tend to be very good, and that’s pretty much the case here. Sure, you can get something back and get a big swing in sometimes, but what you get often isn’t worth the card you spend.
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Pack 3 Pick 7: Rampaging Rendhorn
Awaken the Erstwhile
0.0 Yeah, this just needs too many things to work out to ever be worth it. Giving your opponent tokens too is a horrible idea, and you just don’t have that much control over who has more cards in hand.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Pack 3 Pick 8: Spikewheel Acrobat
Rally to Battle
1.0 This is too expensive for a mass pump effect that only boosts power by 1. You can try to use it to ambush your opponent, but if that’s your main plan with something like this, you’re going to be pretty disappointed, because it becomes far more situational when that’s the case.
Drill Bit
1.0 Most spells that are just 1-for-1 discard effects aren’t great in Limited. If you could always cast this for a single Black mana it would be pretty nice, but it will cost 3 mana way too often to be worth it in most cases.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Pack 3 Pick 9: Tin Street Dodger
Tin Street Dodger
2.5 This is a decent creature for a few reasons. First, if you’re in Rakdos, it is a good spectacle enabler. Second, if you’re in Gruul, it’s a nice play to put +1/+1 counters because it is usually unblockable. It is a nice enabler/payoff for each of those decks.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Pack 3 Pick 10: Gruul Guildgate
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 11: Act of Treason
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 12: Knight of Sorrows
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Pack 3 Pick 13: Bladebrand
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Pack 3 Pick 14: Ghor-Clan Wrecker
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Pack 3 Pick 15: Rakdos Locket
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.