Judith, the Scourge Diva
4.5 Judith comes down and drastically improves just about any board state. The power boost can make a big difference, but what really pushes her into the bomb range is the fact that she let you ping anything when one of your nontoken creatures dies. This really messes with how combat is going to go for your opponent. Simply playing her and attacking with your board is often going to end the game in your favor in the mid to late game, and in the early game she also causes all kinds of problems.
Knight of the Last Breath
2.0 This is mostly too clunky. A 7-mana 4/4 is just bad, even if it does leave behind three 1/1 tokens and the ability to generate more tokens. It isn’t unplayable, but you’ll find yourself cutting it a lot.
Zhur-Taa Goblin
3.5 This is either a two mana 3/3, or a two mana 2/2 with Haste, and both options are very appealing.
Frilled Mystic
3.5 If you pull this off, you end up netting a nasty 2-for-1. There are few things better than countering a spell and adding to the board at the same time! There will be times where you leave mana up and don’t get to use it, so be careful about how you’re using your mana in general. One nice thing is your plan B can be to Adapt a creature, so you don’t end up leaving up your mana for nothing.
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.
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!
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.
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.
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.
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.
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.
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.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
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: Pestilent Spirit
Pestilent Spirit
4.0 Menace and death touch pair really well together, and in a lot of ways just makes Pestilent Spirit unblockable, as your opponent doesn’t really want you to kill two of their creatures a lot of the time. They may eventually end up with some tokens and stuff like that, but it will take awhile. Giving your spells death touch is sweet too, though it mostly only comes up in Red-Black.
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.
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
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.
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.
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.
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.
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.
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.
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 3: Captive Audience
Captive Audience
2.5 This is a very fun card – but not an amazing one. It costs a massive amount of mana, and your opponent will often be able to make the first two choices not really impact them in the immediate future. By the time they get to third choice, though, they are usually going to be in some trouble one way or another. Captive Audience is pretty nice if you’re already ahead or parity, but not that great if you’re behind, and it often feels like it doesn’t do anything for the first turn or two, and that hurts for 7 mana.
Sky Tether
2.5 If your deck has a lot of fliers this can be pretty good. If it doesn’t, it can be pretty mediocre, because the creature you put it on can still do everything apart from attack.
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.
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.
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.
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.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
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.
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.
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.
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.
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: Debtors' Transport
Font of Agonies
0.0 You can’t really get this card going in this format, there aren’t enough ways to pay life.
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.
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.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
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.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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.
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.
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.
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.
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.
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: Rakdos Roustabout
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.
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.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
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.
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.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
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.
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!
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
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: Tin Street Dodger
Bolrac-Clan Crusher
2.5 Turning counters into damage is nice, but this card’s clunky stats aren’t, and you’ll often find yourself in situations where just keeping your counters around is better!
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.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
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.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
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.
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.
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.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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 7: Rakdos Trumpeter
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.
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.
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.
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.
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.
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!
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.
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 8: Catacomb Crocodile
Skatewing Spy
3.0 4-mana for a 3/2 definitely isn’t great, but if your board already has some counters lying around, it will immediately give flying to some of your creatures, and obviously it can eventually adapt and become a Flyer itself. However, if your whole plan is adapting this, it isn’t great. You really need some other +1/+1 counters around for it to feel worth the investment – luckily, that’s not too hard to do if you’re in the Simic deck.
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.
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.
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.
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.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
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.
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 9: Rakdos Guildgate
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.
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!
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.
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.
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.
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: Spear Spewer
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
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.
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.
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.
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!
Pack 1 Pick 11: Burn Bright
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.
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.
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.
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.
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 12: Rakdos Locket
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.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
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.
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.
Pack 1 Pick 13: Feral Maaka
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.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Pack 1 Pick 14: Gruul Guildgate
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.
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 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: Light Up the Stage
Teysa Karlov
3.0 In this format, this mostly will just make your cards with Aferlife better – but that’s pretty nice, since you’re going to end up with several cards featuring the mechanic in just about any Orzhov deck. You can find some other ways to abuse Teysa’s two abilities too!
Light Up the Stage
3.5 This jus tends up feeling like a one mana Divination a huge chunk of the time, and even casting it for three isn’t a disaster. The card advantage it grants you is just great.
Basilica Bell-Haunt
3.5 This whole cycle is pretty powerful, and that’s certainly the case here! This gives you a solid body, usually nets you a 2-for-1, and even gives you some life! The one downside is the mana cost, which even in an Orzhov deck won’t always be easy to produce. Still, you’ll usually be able to hit a card when it ETBs.
Gate Colossus
4.0 This thing is an absolute monster in this format. Obviously you need some gates, but you can get those easily enough, and when you do, it end sup being a heavily discounted 8/8 that can’t be chump blocked by little guys. And then, if your opponent does deal with it, you will ultimately get it back later in the game and star the whole thing over. This is worth taking very highly, and it really feels like an absolute bomb in the right deck.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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 2: Priest of Forgotten Gods
Priest of Forgotten Gods
1.5 // 4.5 If you can get the right deck together, this feels like an absolute bomb. If you have enough creatures with Afterlife and other token makers/expendable creatures, this card just starts to snowball, as it gives you amazing value for giving up two creatures. Your opponent’s life goes down, they lose a creature, and you get mana, AND you draw a card. Even if you can only pull it off once, it is basically always going to be in your favor. However, if your deck doesn’t really end up with the means to activate this consistently, it isn’t very good.
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
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.
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 Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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.
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.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
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.
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.
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.
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.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
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 2 Pick 3: Act of Treason
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.
Galloping Lizrog
3.0 The base stats here are pretty bad, so if you don’t have a board with a decent number of counters it feels absolutely terrible. Additionally, you don’t usually want to be putting all of your eggs in one basket in Limited, so be cautious about how you use the Lizrog. It is usually just going to be better to leave counters on multiple creatures, rather than move them to all to the Lizrog. But yeah, it is nice that you can just remove a single counter from something and that makes it a 5-mana 5/5 trampler.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
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.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
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.
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.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
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.
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.
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.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
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 4: Blade Juggler
Forbidding Spirit
3.0 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.
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.
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.
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.
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!
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.
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.
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.
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.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
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.
Pack 2 Pick 5: Rakdos Firewheeler
Rakdos Firewheeler
3.5 A 4-mana 4/3 that kills a small creature and shocks the opponent is always a great deal!
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 6: Consign to the Pit
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.
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 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.
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.
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.
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.
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.
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.
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 7: Plague Wight
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
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.
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.
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.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
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!
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Pack 2 Pick 8: Consign to the Pit
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.
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!
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.
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.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
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.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
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.
Pack 2 Pick 9: Spear Spewer
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.
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.
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.
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.
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.
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!
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 10: Act of Treason
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
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.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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.
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.
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.
Pack 2 Pick 11: Gruul Locket
Galloping Lizrog
3.0 The base stats here are pretty bad, so if you don’t have a board with a decent number of counters it feels absolutely terrible. Additionally, you don’t usually want to be putting all of your eggs in one basket in Limited, so be cautious about how you use the Lizrog. It is usually just going to be better to leave counters on multiple creatures, rather than move them to all to the Lizrog. But yeah, it is nice that you can just remove a single counter from something and that makes it a 5-mana 5/5 trampler.
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.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
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.
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.
Pack 2 Pick 12: Act of Treason
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.
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!
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.
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.
Pack 2 Pick 13: Azorius Locket
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.
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.
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 2 Pick 14: Gravel-Hide Goblin
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 15: Axebane Beast
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Pack 3 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!
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.
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
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.
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.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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.
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.
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.
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.
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.
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 3 Pick 2: Macabre Mockery
Biomancer's Familiar
2.5 You will actually end up being able to set this up to use its abilities on occasion, but not nearly often enough for this to be anything more than solid.
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.
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.
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.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
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.
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.
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!
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.
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.
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.
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!
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 3 Pick 3: Get the Point
Collision
3.5 This card is a great example of how nice flexibility is! Being able to play a main deck Plummet effect is pretty sweet, and you definitely can here because the Colossus side is a pretty impressive combat trick that can allow for massive amounts of damage while also allowing your creature to win combat.
Gateway Sneak
3.0 Gate decks are real in this format, and this is a pretty powerful payoff, as getting in with this just nets you so much value. If you’re drawing more cards, you’re also more likely to find more Gates, too, which is likely to power many of your other cards.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
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.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
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.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
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.
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.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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 4: Hackrobat
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.
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
Hackrobat
3.5 This is a really nice creature, whether or not you manage to cast it for Spectacle. It is a real challenge to block thanks to death touch, and it can hit really hard. If you do cast it on turn two it feels pretty insane!
Rumbling Ruin
3.5 If you’re in Gruul, this 6-mana 6/6 can often come down and turn off a number of blockers, which will often allow your creatures who already in play to get in for some significant damage. It won’t always get to do its thing, but this has a floor of a vanilla 6-mana 6/6 and a very impressive ceiling.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
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.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
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.
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.
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.
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.
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 3 Pick 5: Rakdos Guildgate
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
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.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
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.
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.
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!
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.
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.
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.
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 6: Archway Angel
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
Archway Angel
3.5 Gate decks are pretty real in this format, and Archway Angel is one of the best payoffs, as it can come down, giving you a significant body, and gain you enough life to stabilize in many cases.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
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.
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.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
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.
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.
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 7: Spikewheel Acrobat
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.
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.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
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.
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.
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.
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.
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 8: Footlight Fiend
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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!
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
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.
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.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Pack 3 Pick 9: Rakdos Trumpeter
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
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.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
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.
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.
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.
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.
Pack 3 Pick 10: Rakdos Roustabout
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.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
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.
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!
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.
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!
Pack 3 Pick 11: Plague Wight
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.
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.
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.
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.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Pack 3 Pick 12: Spear Spewer
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.
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.
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 3 Pick 13: Bloodmist Infiltrator
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
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.
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.
Pack 3 Pick 14: 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.
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.
Pack 3 Pick 15: Civic Stalwart
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.