Champion of Wits
3.5 This gives you some pretty nice card selection when it is cast normally, and when you Eternalize it in the late game it also gives you card advantage, which is pretty incredible. Even if you never get to Eternalize this, it is going to be a nice card in your deck, and when you do Eternalize it in the late game, it will often do enough to win you the game.
Edifice of Authority
4.0 This is great, and one of the better non-rare first picks in the format since it is colorless and powerful. At first, it can only stop a creature from attacking, but it does for only one mana, so that’s not too bad! Eventually, it gets enough brick counters to reach the point where you can just completely shut down a creature until your next turn, and that’s pretty awesome. You can use it offensively or defensively, and it is basically removal that can move from creature to creature as needed, and that’s awesome.
Trial of Solidarity
3.0 Cards that pump your whole board and give it Vigilance tend to be quite nice, since they drastically alter the state of a race. You’re suddenly doing way more damage, your creatures are harder to block, and your creatures can hang back to block. The Cartouche clause comes up more often than you’d think here too!
Wasp of the Bitter End
3.0 So, the “Bolas” part here will basically never matter, but that’s okay, because a two mana 2/1 Flyer is a pretty serious stat-line in Limited, and can really do a ton of damage in the air before your opponent can get their shields up.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Gust Walker
3.5 This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Anointer Priest
2.5 This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.
Oasis Ritualist
3.5 This card is really nice. It has enough toughness to stand up to most common Exert creatures, and it provides significant fixing and ramp.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Pack 1 Pick 2: River Hoopoe
River Hoopoe
3.0 If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
Sixth Sense
1.0 This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Firebrand Archer
2.5 This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Tah-Crop Elite
2.5 This has an Exert trigger that can be quite impressive on the right board. The downside is that the board won’t always be right for it. The fact it dies to pretty much all the removal in the set despite costing 4 mana is also pretty rough.
Ornery Kudu
2.0 On its own, this is a 3-mana 2/3, which isn’t very good. If you put the -1/-1 counter somewhere else, especially somewhere where you get some nice value, it will feel pretty good.
Essence Scatter
2.5 Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Pack 1 Pick 3: River Hoopoe
River Hoopoe
3.0 If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
Fervent Paincaster
2.5 A 3-mana 3/1 that can ping the opponent is kind of okay, and adding the ability to exert to ping anything is pretty nice, and certainly a problem for any deck with lots of X/1s.
Quarry Hauler
3.0 Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Desert of the True
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Pack 1 Pick 4: Vizier of the Anointed
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Vizier of the Anointed
3.0 As long as you have at least a couple of Embalm/Eternalize creatures, Vizier of the Anointed is going ot be pretty darn good. He searches one of them up – ideally one you can use from the graveyard on your next turn, at which point you not only get value out of a card in your graveyard, you also get to draw an additional card! It isn’t that easy to turn the Vizier into a straight up engine – doing the card draw more than once doesn’t happen very often – but its pretty good even when that’s the case.
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
Gilded Cerodon
1.5 While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Desert of the Mindful
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Oketra's Avenger
3.5 When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
Pack 1 Pick 5: Bitterbow Sharpshooters
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Magma Spray
3.5 One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Slither Blade
1.5 This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.
Splendid Agony
2.5 This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.
Pack 1 Pick 6: Aven Initiate
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
Crash Through
1.5 In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
Pack 1 Pick 7: Shimmerscale Drake
Merciless Javelineer
3.0 This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.
Protection of the Hekma
1.0 If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Essence Scatter
2.5 Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.
Shimmerscale Drake
3.0 A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 1 Pick 8: Cartouche of Knowledge
Chandra's Defeat
0.5 Like the rest of this cycle, this is great out of your sideboard, but terrible too often to put anywhere else.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Nimble-Blade Khenra
2.0 This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Pack 1 Pick 9: Thorned Moloch
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Pack 1 Pick 10: Sixth Sense
Sixth Sense
1.0 This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Pack 1 Pick 11: Floodwaters
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Pack 1 Pick 12: Mighty Leap
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pack 1 Pick 13: Desert of the Fervent
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 1 Pick 14: Bloodlust Inciter
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Pack 2 Pick 1: Aerial Guide
Scattered Groves
3.0 These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
River Hoopoe
3.0 If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
Appeal
2.0 If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.
Gravedigger
3.5 Gravedigger is always a pretty nice card in Limited, as he is very easy to create 2-for-1s with. In this format, he also has a very nice creature type!
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Aerial Guide
3.5 This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Cartouche of Solidarity
3.0 The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.
Pack 2 Pick 2: Spring
Hour of Devastation
3.0 Sweepers can be pretty good, though they are also kind of awkward in many decks, since if you’re the beat down you’re much less interested in a card like this. Still, I always value cards like this relatively highly, since they are able to alter the game so significantly, and they can get you out of situations that virtually no other card can.
Supreme Will
2.5 Neither mode here is an especially good card in Limited, but having the option between them really means you can utilize whichever one is optimal. Countering a spell when you can is great, but if that option doesn’t present itself, you’ll usually go for the card draw.
Renewed Faith
2.0 You will almost always end up cycling this. Two mana for 2 life and a card is pretty decent. Three mana for six life and no card isn’t, but you do have the option to do that, and sometimes you’ll want to – like if you’ll die without doing it.
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Trespasser's Curse
0.5 This doesn’t do anything apart from the life drain effect, and that just isn’t going to be worth a card most of the time.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Miasmic Mummy
1.5 The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Pack 2 Pick 3: Naga Oracle
Trial of Ambition
3.0 Playing this on turn two to kill your opponent’s only creature feels great, and all game long it will at least subtract from the opposing board some. Because it is so cheap, it also isn’t that difficult to play a cartouche and replay the Trial in the same turn, which will feel pretty great.
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
Tah-Crop Elite
2.5 This has an Exert trigger that can be quite impressive on the right board. The downside is that the board won’t always be right for it. The fact it dies to pretty much all the removal in the set despite costing 4 mana is also pretty rough.
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Pack 2 Pick 4: Oasis Ritualist
Ramunap Ruins
3.0 The Ruins make it so you have some serious reach in the late game, especially if you have multiple deserts.
Trial of Strength
2.5 3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.
Cast Out
4.0 This is premium removal that comes with the minor upside of Cycling. Normally in Limited, you won’t be Cycling this of course, since it is likely one of your best cards and it can answer almost anything. However, sometimes you end up stuck on two lands or something, and being able to cycle this away in that desperate situation definitely matters.
Doomed Dissenter
2.5 On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Final Reward
3.0 This is expensive, but it also answers any creature – and because it exiles them, it can even shut down annoying cards with Embalm. This is premium removal.
Oasis Ritualist
3.5 This card is really nice. It has enough toughness to stand up to most common Exert creatures, and it provides significant fixing and ramp.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Anointer Priest
2.5 This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.
Pack 2 Pick 5: Stinging Shot
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
Vile Manifestation
2.0 This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Striped Riverwinder
2.5 A 7-mana 5/5 isn’t great, even with Hexproof, but the fact you can Cycle this away early is pretty awesome. Then, in the late game, it is pretty difficult to interact with and not the worst finisher ever.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Pack 2 Pick 6: Cartouche of Ambition
Watchers of the Dead
2.0 This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.
Wayward Servant
3.0 Draining an opponent every time you have a Zombie ETB is pretty nice, and keep in mind it includes embalmed and eternalized creatures!
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Cartouche of Ambition
3.5 Sticking a -1/-1 counter somewhere, +1/+1 and lifelink is a pretty good deal for three mana, and the whole package usually makes it so one of your creatures can rumble that just couldn’t before. Sometimes the counter part of the card will outright kill something too, in which case you’re going to feel pretty great about things.
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Pack 2 Pick 7: Vizier of Tumbling Sands
Vizier of Tumbling Sands
3.0 The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Pack 2 Pick 8: Quarry Hauler
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Tormenting Voice
1.5 This kind of effect is always very replaceable, as you’re just getting some card selection and not impacting the board. It can be at its best, though, in UR spells, as it can trigger your spell payoffs while also hopefully finding you more spells.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Quarry Hauler
3.0 Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Pack 2 Pick 9: River Hoopoe
River Hoopoe
3.0 If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
Appeal
2.0 If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pack 2 Pick 10: Strategic Planning
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Miasmic Mummy
1.5 The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Pack 2 Pick 11: Beneath the Sands
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Pack 2 Pick 12: Countervailing Winds
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Pack 2 Pick 13: Supernatural Stamina
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Pack 2 Pick 14: Brute Strength
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
Pack 3 Pick 1: Fetid Pools
Fetid Pools
3.0 These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
Deem Worthy
3.5 If you cast this normally, it can deal with just about any creature in the format, and if you cycle it, you can kill a small creature and get a 2-for-1. This is definitely premium removal.
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Ifnir Deadlands
4.0 This is probably the best of this cycle in Limited since it can function as a removal spell, and a repeatable one if you have enough deserts!
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Gust Walker
3.5 This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Gilded Cerodon
1.5 While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
Shimmerscale Drake
3.0 A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Evolving Wilds
3.0 As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.
Festering Mummy
1.5 This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Pack 3 Pick 2: Ominous Sphinx
New Perspectives
1.0 This is mostly just a 6-mana draw 3 in Limited, and that’s pretty clunky when it isn’t on an instant. Tapping out to not add to the board just isn’t a great idea. It is tempting to look at the Cycling part of the card and just imagine cycling through your whole deck, but it just won’t happen.
Honored Crop-Captain
3.5 RW is very aggressive int his format, and Honored Crop-Captain is a big part of that! It has great stats as a two mana 3/2, and pumping the power of your whole board is quite potent, especially in combination with exert.
Ominous Sphinx
3.5 This has nice stats and a pretty decent Cycling payoff effect that can really wreak havoc on your opponent, especially during combat.
Appeal
2.0 If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.
Crash Through
1.5 In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Firebrand Archer
2.5 This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
Aerial Guide
3.5 This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Festering Mummy
1.5 This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Anointer Priest
2.5 This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.
Pack 3 Pick 3: Greater Sandwurm
Leave
0.5 This is incredibly difficult to set up in Limited, and should mostly be avoided.
Desert's Hold
4.0 This is a premium removal spell, and one that it isn’t that hard to trigger the “Desert” clause on. This shuts down most creatures entirely and will gain you life like half the time, and that’s pretty great.
Trial of Strength
2.5 3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Crash Through
1.5 In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
Greater Sandwurm
2.5 This is a solid finisher, and when he’s not what you’re looking for, you can just cycle him away.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Gust Walker
3.5 This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Pack 3 Pick 4: Commit
Commit
3.0 The Commit half here is where most of the value comes from. Putting a permanent or spell two cards deep in your opponnet’s deck is actually pretty nice, as you are trading 1-for-1, and if that permanent or spell is really scary, you even get a little bit of time before seeing it again. The Memory half does come up sometimes – you might find yourself using it in the later part of the game when your opponent has way more cards than you for example, since Memory letting both players go to 7 cards means that you will be on equal footing in terms of cards.
Synchronized Strike
2.5 Tricks with 2-for-1 potential are always nice, and that’s certainly what you have here. When you have this in your hand, you’ll be surprised how often you can just attack with everything and then use the Strike to blow up blockers and save your creatures. Because the creatures untap, it can also be used defensively, though that’s generally the sub-optimal use of the card.
Consign
3.0 Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.
Unquenchable Thirst
3.0 It isn’t that difficult to get enough deserts for this to do the more powerful thing. Not tapping the creature when you don’t have a desert definitely isn’t great, but that is a pretty reasonable floor on a card that can shut down most creatures in the format for only two mana.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Quarry Hauler
3.0 Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Pack 3 Pick 5: Unquenchable Thirst
Protection of the Hekma
1.0 If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Unquenchable Thirst
3.0 It isn’t that difficult to get enough deserts for this to do the more powerful thing. Not tapping the creature when you don’t have a desert definitely isn’t great, but that is a pretty reasonable floor on a card that can shut down most creatures in the format for only two mana.
Shimmerscale Drake
3.0 A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Pack 3 Pick 6: Chandra, Pyromaster
Chandra, Pyromaster
4.0 Chandra can kill small creatures and damage the opponent with the +1, in addition to the fact that it makes any creature it targets unable to block. And, her 0 effectively draws you cards, which is pretty nice. Her ultimate will often be enough tow in you the game too! However, she doesn’t do a very good job of protecting herself, and can die quite easily on many board states. She usually gives you enough value before that happens to be quite good, but she isn’t a bomb.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Magmaroth
2.5 Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pack 3 Pick 8: Rhonas's Stalwart
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Pack 3 Pick 9: Gilded Cerodon
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Gilded Cerodon
1.5 While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Pack 3 Pick 10: Aerial Guide
New Perspectives
1.0 This is mostly just a 6-mana draw 3 in Limited, and that’s pretty clunky when it isn’t on an instant. Tapping out to not add to the board just isn’t a great idea. It is tempting to look at the Cycling part of the card and just imagine cycling through your whole deck, but it just won’t happen.
Honored Crop-Captain
3.5 RW is very aggressive int his format, and Honored Crop-Captain is a big part of that! It has great stats as a two mana 3/2, and pumping the power of your whole board is quite potent, especially in combination with exert.
Crash Through
1.5 In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
Aerial Guide
3.5 This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Pack 3 Pick 11: Floodwaters
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Pack 3 Pick 12: Consign
Consign
3.0 Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pack 3 Pick 13: Desert Cerodon
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Pack 3 Pick 14: Pursue Glory
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.