Basri's Lieutenant
4.0 This gives you a lot for the investment. A 4-mana ¾ with Vigilance is usually a playable card, and you have a lot more going on here. You get to add a counter to a creature when he comes down -- which includes Basri. So at worst you’r elooking at a 4-mana ⅘ with Vigilance -- and it will be one that, when it dies, creates a 2/2 Knight with vigilance. Protection from multicolored isn’t a huge factor here, but it does matter a little bit.
Malefic Scythe
4.0 A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is already a borderline playable, and this thing just keeps getting better and more efficient as the game goes on.
Battle-Rattle Shaman
2.5 This type of effect is easy to underrate, I think -- but don’t make that mistake! +2/+0 to a creature every combat makes creatures able to attack that could not have attacked before! This is especially spicy with creature tokens, who are pretty expendable, but turning them into 3/1s makes them into more of a problem for your opponent. Note by the way, in a pinch, the Shaman can also target himself, making the fail case of the card less miserable than it would have been otherwise. I’m not saying I think you should take this super early or anything -- after all, the creature has a pretty weak body for 4 mana, even if it can be a 4/2 on your turn -- but it is a serviceable card for Red decks that will really help them find ways to send in attackers in a way they couldn’t before.
Garruk's Uprising
1.5 // 3.5 This is definitely a build around, but a pretty good one. We have seen 3-mana Enchantments that draw you a card any time you play a power 4 or higher creature before -- this obviously blows that out of the water by having all sorts of other text. Drawing you a card when it comes down, provided you have the right creature in play, and giving trample to the whole board is a nice additional thing to add. That said, this will be very difficult to play in a deck that only has something like 3 creatures who have 4 or more power -- just giving trample to the whole board just won’t cut it -- you need to be drawing when it comes into play and/or a couple of times after it comes down, and even though this card is Green, I don’t think you’re guaranteed to pull that off.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Tempered Veteran
3.0 So, this guy starts with some pretty mediocre stats, but he has some nice activated abilities that are solid mana sinks. One mana to add a counter is a great deal -- but it is so efficient because you won’t always be able to do it. Paying 6 for a single counter is less impressive, but in the late game adding a counter every turn even if you are flooding out isn’t too bad, especially because after that first counter you can start paying a single White mana to add additional counters.
Malefic Scythe
4.0 A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is already a borderline playable, and this thing just keeps getting better and more efficient as the game goes on.
Aven Gagglemaster
3.5 On its own, this is a 5-mana 4/3 flyer that gains you 2 life when it comes down – that is already a card you always play, and the Gagglemaster gaining you 4 life instead isn’t going to be far-fetched. White decks will always play the first copy of this pretty happily.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Chandra's Magmutt
3.0 This has Grizzly Bear stats and the ability to do 1 to the opponent every turn, and that ability means that the Magemutt stays relevant all game long, after being a decent play on turn two. This will end up threatening a lot of extra damage on the opponent.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 3: Twinblade Assassins
Twinblade Assassins
3.5 This can turn into a card-drawing engine, and definitely will cause problems for your opponent. The idea of chump blocking or even trading becomes a lot less palatable when they know you’re going to just draw a card at the end of your turn. It also has some pretty nice stats on top of all of that!
Chandra's Pyreling
2.5 So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 4: Rousing Read
Palladium Myr
3.0 The mana boost this gives you is really nice, and while that sort of thing tends to only matter in the early game, this format does have some mana sinks around that can keep it relevant for longer. It does die to pretty much everything, but if you can just tap it for mana once I don’t think you care.
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Sabertooth Mauler
2.5 He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Rousing Read
3.0 I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d. An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play. Rousing Read does enough for me to want to play it. It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state. Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this. It will be particularly nasty on the Megalodon! I’m giving this a C+ -- I think Blue decks will play the first copy of this every time.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 5: Rousing Read
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Rousing Read
3.0 I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d. An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play. Rousing Read does enough for me to want to play it. It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state. Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this. It will be particularly nasty on the Megalodon! I’m giving this a C+ -- I think Blue decks will play the first copy of this every time.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 6: Thrill of Possibility
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 7: Ornery Dilophosaur
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 8: Read the Tides
Witch's Cauldron
1.5 This isn’t super well-positioned in this format. It is challenging to find yourself in situations where you can really abuse this, and it often just sits on the table doing very little.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 11: Setessan Training
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 12: Cancel
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Pack 1 Pick 13: Destructive Tampering
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 14: Infernal Scarring
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Pack 1 Pick 15: Wishcoin Crab
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Pack 2 Pick 1: Massacre Wurm
Massacre Wurm
5.0 A 6-mana 6/5 that gives -2/-2 to only your opponent’s creatures is very powerful. Obviously this can kill X/2s outright, but you can also set up situations where he comes down and kills bigger things too, if you attack your opponent and they block in various ways. The life loss is no joke either, and -- as the name implies, this can really massacre the board and your opponent in many scenarios. You can also play it in your first mainphase to enable attacks, and then force your opponent into ugly blocks they have to do to survive, while they still lose life. Sometimes it will just be a 6/5, but that won’t happen often, and as far as fail cases go, it could be worse!
Wildwood Scourge
3.5 This is a great pay-off for the +1/+1 counter deck, and it can get really huge in a hurry. It is also nice that it just scales all game long, making it something that can fit pretty much anywhere on your curve.
Sanctum of Calm Waters
1.0 // 3.0 This Sanctum is kind of passable if you don’t have other Sanctums – or at least that’s true if you’re in a reanimator or Teferi’s Tutelage deck, both of which like the repeatable draw effect. It obviously gets significantly better if you’re packing some other Sanctums.
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Llanowar Visionary
3.5 Wow, this is a strong common. If you just had a 3-mana 2/2 that tapped for Green, it would be solid -- if you just had a 3-mana 2/2 that drew you a card when it entered the battlefield, it would be pretty good. This card is basically Llanowar Elves and Elvish Visionary stapled together -- in terms of the name and the effects. So, this ramps you, and can also pretty easily give you a 2-for-1 because of the card it draws.
Frantic Inventory
0.5 // 3.0 I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 2: Read the Tides
Sanctum of Shattered Heights
0.5 // 3.0 This is not very good unless you’re in a Sanctum deck, where it does two key things. First, it is removal, and second it gives you something to do with your duplicate sanctums.
Lorescale Coatl
3.0 I always like this card when it gets printed! A 3-mana 2/2 that grows progressively larger as the game goes on is nice, especially because you don’t have to contribute any resources to it getting larger. The Coatl gets better the more card draw you have, but even just a +1/+1 counter every turn is pretty nice. Now, the Coatl is pretty inefficient initially, and there will definitely be times where you play this and your opponent can kill it for 1-2 mana, and that’s going to be pretty rough.
Experimental Overload
4.0 There are a lot of good cheap spells in this format, and that makes this really easy to make work. Even if you just get a 2/2 out of it, you're likely to get a 2-for-1, and by the late game the token you make from this becomes a legitimate win condition. Getting back a removal spell and making a reasonably sized token is a surprisingly powerful turn!
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 3: Opt
Wildwood Scourge
3.5 This is a great pay-off for the +1/+1 counter deck, and it can get really huge in a hurry. It is also nice that it just scales all game long, making it something that can fit pretty much anywhere on your curve.
Silversmote Ghoul
3.5 A 3-mana 3/1 that can sacrifice itself to draw a card is already solid, but this does a whole lot more. Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1. Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you. I really like that this has a reasonable floor, and an impressive ceiling.
Pestilent Haze
1.5 This kind of card is usually not ultra impressive in Limited. It is hard to find situations where this really works -- you need it to impact your opponent’s side of the board more or it just isn’t worth it. And while the loyalty counters thing is a nice additional option, it won’t come up much in Limited.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Turret Ogre
2.5 This has decent stats to begin with, and then it is a nice 4-power payoff that has 4-power itself, making it slot quite nicely into the RG deck especially.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Mistral Singer
3.5 Wind Drake stats + Prowess = a very good Common for Blue. It will attack well and be a pain to interact with thanks to that Prowess.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 4: Colossal Dreadmaw
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Siege Striker
2.5 So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers. But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own. Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better. However, sometimes you just need to send in one attacker, and this guy can do that for you.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Turret Ogre
2.5 This has decent stats to begin with, and then it is a nice 4-power payoff that has 4-power itself, making it slot quite nicely into the RG deck especially.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 6: Read the Tides
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Sanctum of Fruitful Harvest
1.0 // 3.0 This Sanctum fixes for you, which you might be in the market for in any deck, and in the Sanctum deck it can make it way easier for you to play multiple colors.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 7: Spined Megalodon
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 8: Track Down
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 9: Sanctum of Calm Waters
Sanctum of Calm Waters
1.0 // 3.0 This Sanctum is kind of passable if you don’t have other Sanctums – or at least that’s true if you’re in a reanimator or Teferi’s Tutelage deck, both of which like the repeatable draw effect. It obviously gets significantly better if you’re packing some other Sanctums.
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 10: Garruk's Gorehorn
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 11: Track Down
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 12: Archfiend's Vessel
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Pack 2 Pick 14: Wall of Runes
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Pack 2 Pick 15: Destructive Tampering
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Pack 3 Pick 1: Double Vision
Double Vision
1.0 // 3.0 It looks like a lot of fun because that text box is so sweet, but the fact is that it is a 5-mana Enchantment that doesnt’ do anything to impact the board immediately, something that can get you in a lot of trouble. If you untap things can get pretty sweet -- but they aren’t guaranteed to at all, you have to have an instant or sorcery to get copied to reall reap the rewards. Your average limited deck has 3-5 instants and sorceries, and that’s nowhere near enough. You have to really get there on instants and sorceries to ever want to be playing this, and while I think that’s doable, it isn’t going to be easy. For that reason, I think I would say most decks in this format should not be playing this, but if you get -- say, 10+ instants or sorceries, it becomes worth doing. Keep in mind you can’t chain a bunch of instants and sorceries together and get copies of all of them in one turn, this only works on the first instant or sorcery on a given turn.
Hellkite Punisher
2.0 This is a big ol’ dragon, and it is going to be an alright finisher for some decks. Costing 7 and not doing SOMETHING that allows it to leave value behind even if it dies is pretty rough though, and there are going to be some big swings in games where one player sticks this and can swing for 10+ the next turn -- but if the opponent has any removal at all, the player who played the Punisher is going to be in a world of hurt because of the tempo.
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Rain of Revelation
3.5 4 mana to draw 3 and discard one is a great rate, especially at instant speed. It can help you trigger Prowess on your creatures, or can help you activate effects that give you bonuses for drawing extra cards -- in addition to the fact that it just lets you dig pretty deep into your deck. Blue decks will pretty much always want one copy of this, and I think the first copy is actually something to go after pretty aggressively.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Sabertooth Mauler
2.5 He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Rousing Read
3.0 I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d. An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play. Rousing Read does enough for me to want to play it. It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state. Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this. It will be particularly nasty on the Megalodon! I’m giving this a C+ -- I think Blue decks will play the first copy of this every time.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 2: Sanguine Indulgence
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Heartfire Immolator
4.0 This is a strong Uncommon. You could take Prowess away from this and have it be good, or you could take the Sacrifice effect away and it would probably STILL be good. The two abilities together have synergy too, obviously, since Prowess will raise his power. Basically this is a two drop that is relevant all game long, can attack well and threaten to grow, and has an ability that can function as removal.
Tide Skimmer
2.5 A 4-mana ⅔ flyer is generally not worth playing unless you’re desperate – but this brings a pretty sweet ability to the table that can really turn into a card-drawing engine. Sure, you have to have other flyers around -- but even if you only have like 4 flyers in your deck, you will be playing Tide Skimmer. Obviously this pairs the best with White, because those are the two colors with the most flying, and sometimes this will really take over games in a deck with a ton of flyers.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 3: Hellkite Punisher
Hellkite Punisher
2.0 This is a big ol’ dragon, and it is going to be an alright finisher for some decks. Costing 7 and not doing SOMETHING that allows it to leave value behind even if it dies is pretty rough though, and there are going to be some big swings in games where one player sticks this and can swing for 10+ the next turn -- but if the opponent has any removal at all, the player who played the Punisher is going to be in a world of hurt because of the tempo.
Malefic Scythe
4.0 A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is already a borderline playable, and this thing just keeps getting better and more efficient as the game goes on.
Tolarian Kraken
1.5 This guy is a bit clunky but his ability is an alright thing to have around. At worse, you can do it once on your turn to get a blocker out of the way and enable some nice attacks. If you have some ways to draw cards at Instant speed -- and you probably will in Blue -- that will be even better, because it will let you tap down things on your opponent’s turn which will also prevent a creature from attacking. The 1 generic mana is a very reasonable cost for this nice effect. All that said, the mediocre stats do definitely hold this card back.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Rousing Read
3.0 I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d. An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play. Rousing Read does enough for me to want to play it. It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state. Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this. It will be particularly nasty on the Megalodon! I’m giving this a C+ -- I think Blue decks will play the first copy of this every time.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Invigorating Surge
2.0 On its own this is 3-mana for two +1/+1 counters at Instant speed, which is sort of okay. Obviously it gets better when you have other counters around.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 5: Secure the Scene
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Wildwood Scourge
3.5 This is a great pay-off for the +1/+1 counter deck, and it can get really huge in a hurry. It is also nice that it just scales all game long, making it something that can fit pretty much anywhere on your curve.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Sanctum of Shattered Heights
0.5 // 3.0 This is not very good unless you’re in a Sanctum deck, where it does two key things. First, it is removal, and second it gives you something to do with your duplicate sanctums.
Fierce Empath
2.0 So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 9: Sure Strike
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 10: Crash Through
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 11: Ornery Dilophosaur
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Pack 3 Pick 13: Run Afoul
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.