Hanweir Garrison
3.5 If this can attack even once, it ends up giving you pretty absurd value! It isn’t always able to attack, since its only a ⅔, but it can do it often enough that its pretty great.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Drownyard Behemoth
2.5 The main thing you want to do with this is Flash it in and ambush block a smaller creature, and that’s most creatures! If you do that, you’re going to get a 2-for-1. Sometimes that situation doesn’t present itself, and you just find yourself casting this as a 5/7, and it doesn’t feel nearly as good in those cases, but Blue has enough good sacrifice fodder that this will still feel pretty decent.
Game Trail
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Thraben Inspector
3.0 This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 1 Pick 2: Spirit of the Hunt
Vampiric Fury
1.0 // 2.5 This is cheaper than most Trumpet-Blast type effects, but only buffing Vampires is enough of a restriction that I’m not that thrilled about it. If you really got their on vampires, it isn’t a bad inclusion, but there are lots of Red decks that won’t play this.
Spirit of the Hunt
3.5 A three mana 3/3 with Flash is pretty nice, and while you may not always be able to take full advantage of its ETB ability, there are times when it really matters. It can save your creatures from some removal spells, or turn a trade into a much more beneficial situation.
Pieces of the Puzzle
2.5 If your deck is spell heavy enough (so, mostly UR) this ends up being better than divination, especially because it loads your graveyard too! Outside of Blue-Red it becomes more questionable, though.
Anguished Unmaking
3.5 Hitting any type of permanent is great, and well worth paying 3 life for. That said, playing more than 1 or 2 of this can get a little sketchy because of the life payment. You can offset it by gaining some life, of course.
Lightning Axe
3.5 There’s lots of stuff in this format that you want to be discarding, and you will often find yourself able to cast this for only a single mana and cast whatever you discard. At that point, you’re really negating the downside of the Axe, and it just becomes an incredibly efficient removal spell with major upside. You won’t always be able to do that of course, but it happens often enough that this is premium removal.
Thraben Inspector
3.0 This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Pack 1 Pick 3: Thornhide Wolves
Traveler's Amulet
2.5 This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Town Gossipmonger
3.5 This is better than it looks. It is really easy to transform as early as turn two, and once it is Incited Rabble it is a really effective attacker, especially in the early game.
Compelling Deterrence
2.5 Two mana to bounce a non-land permanent is usually playable, especially in a format with a spell deck! The Zombie upside is nice too, especially in situations when your opponent has an empty hand, when this basically feels like Doom Blade!
Reaper of Flight Moonsilver
2.5 The base stats here aren’t good – but if you have Delirium going, the Reaper can represent lethal on a lot of board states.
Gryff's Boon
3.5 This offers an incredibly efficient boost up front, as +1/+0 and Flying is enough to massively upgrade most creatures! What really makes it a quality Aura is the fact that you can constantly bring it back from the graveyard.
Morkrut Necropod
2.5 This is a pretty scary creature. A 7/7 with Menace is a real pain to block! It does come with a pretty big downside, but giving up expendable creatures or lands to swing with this thing isn’t too shabby.
Puncturing Light
2.5 This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
Rush of Adrenaline
2.0 This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
Borrowed Malevolence
2.0 This doesn’t feel amazing no matter how you cast it. If you can Escalate it, the boost it offers your creature and the -1/-1 it gives an opponent’s can be pretty nice, but three mana is steep enough that I don’t love this.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Faithbearer Paladin
2.0 This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
Pack 1 Pick 4: Hanweir Battlements
Butcher's Cleaver
1.5 In original Innistrad, this was a nasty combo with Invisible Stalker. Sadly, the Stalker and the Cleaver won’t be in the format at the same time, and that definitely hurts this card’s stock. It costs a lot to cast and to Equip. While lifelink is nice, this is often just too clunky.
Hanweir Battlements
1.5 A land that grants haste for a single Red mana isn’t especially good, especially when it can only produce colorless mana. It isn’t terrible, mind you – and that’s especially true if you have the Hanweir Garrison – but it also isn’t a land that always makes the cut.
Neglected Heirloom
3.5 The base form of the Heirloom is a solid piece of Equipment, and once it transforms it can make any creature into a major threat. Transforming it isn’t always easy of course, and works best in Red-Green, but because it has such a good baseline, it is worth valuing fairly highly.
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Foreboding Ruins
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Pyre Hound
1.0 // 3.5 This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Pack 1 Pick 5: Insolent Neonate
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Fiend Binder
2.5 The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Intrepid Provisioner
3.0 This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Jace's Scrutiny
2.0 This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Merciless Resolve
1.5 There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
Bloodmad Vampire
2.5 A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
Pack 1 Pick 6: Ulrich's Kindred
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Olivia's Bloodsworn
3.5 On its own, this is a two mana 2/1 Flyer that can give itself Haste, but if you’re in Black-Red you’re going to have plenty of other Vampires around.
Ulrich's Kindred
3.0 This has a solid baseline, and granting indestructibility to your werewolves can be great! That said, the ability is fairly costly, and if your opponent has mana up when you try to use it, prepare to get blown out.
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Briarbridge Patrol
3.0 This isn’t quite as good as it looks, which is partly why they downshifted it from Uncommon. A 4-mana 3/3 isn’t very good, and while this has a big text box, it doesn’t do anything that good. It does generate Clues for you whether it blocks or gets blocked, which means you do ultimately get a 2-for-1 out of it pretty often. I wouldn’t count on being able to effectively utilize the card’s other ability, though. These sorts of effects always underperform in Limited, partly because you can’t really build a deck with enough monsters to cheat into play. So, you don’t often have something worth putting into play with the effect – oftentimes, it is better to just hold on to all of your clues.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Pack 1 Pick 7: Courageous Outrider
Courageous Outrider
3.5 This can draw you a Human pretty frequently, especially in Green-White, and a 2-for-1 is a powerful thing.
Mockery of Nature
2.5 This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Pack 1 Pick 8: Grapple with the Past
Ever After
3.0 Loading the graveyard is pretty easy in this format, and because this can reanimate two things, you have a pretty reasonable chance to bring back 6+ mana worth of cards.
Forsaken Sanctuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Puncturing Light
2.5 This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Pack 1 Pick 9: Hinterland Logger
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Pack 1 Pick 10: Sanitarium Skeleton
Vampiric Fury
1.0 // 2.5 This is cheaper than most Trumpet-Blast type effects, but only buffing Vampires is enough of a restriction that I’m not that thrilled about it. If you really got their on vampires, it isn’t a bad inclusion, but there are lots of Red decks that won’t play this.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Pack 1 Pick 11: Puncturing Light
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Pack 1 Pick 12: Ember-Eye Wolf
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Pack 1 Pick 13: Merciless Resolve
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Merciless Resolve
1.5 There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
Pack 1 Pick 14: Macabre Waltz
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Pack 1 Pick 15: Borrowed Grace
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Pack 2 Pick 1: Incendiary Flow
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Mind's Dilation
0.0 This costs way too much, and with the average power level of cards in Limited, it is going to take awhile before you feel like you are getting your mana’s worth out of it.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Dusk Feaster
2.5 This is pretty bad if you can’t get delirium going. The good news is, by the time you’re going to want to cast this, you’re pretty likely to have it in a deck like Black-Green. At that point, it is a 5-mana ⅘ Flyer – which is pretty nice!
Port Town
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
Tormenting Voice
2.5 This is better in this format than it is in pretty much any other! It helps you get Delirium and discard things with Madness, on top of also being a nice card for the Blue-Red spell deck since it triggers all of your payoffs.
Lunarch Mantle
1.5 This offers a reasonable boost for the cost, but the downside of getting 2-for-1’d is still very real. This can work alright in really aggressive decks, but won’t always make the cut.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Pack 2 Pick 2: Shrill Howler
Avacyn's Collar
2.5 The boost this offers isn’t really worth it, unless you have a lot of Humans, because then you can turn trades into an advantage.
Shrill Howler
3.5 This might only have one toughness, but because it can’t be blocked by creatures with lower power, you don’t need to worry too much about your opponent trading up. Once transformed it becomes an absolute monster, drastically increasing its toughness and generating a body when it hits your opponent.
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Stensia Masquerade
2.0 If you’re a Vampire deck, playing one of these is decent. The fact it has Madness means you can treat it as a trick sometimes that gives First Strike to all of your attackers. Buffing your Vampire is nice too! The problem here is that this card is pretty bad if you’re behind.
Nearheath Chaplain
4.0 A 4-mana 3/1 with lifelink definitely isn’t good, but you can exile this from your graveyard to make two 1/1 tokens! This feels like a 2-for-1 most of the time, it feels great to trade it off – and it can even be a really pesky attacker.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
Dawn Gryff
2.0 A three mana 2/2 Flyer was a lot better back in 2016, and I think this format is similar enough for this to be solid.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Morkrut Necropod
2.5 This is a pretty scary creature. A 7/7 with Menace is a real pain to block! It does come with a pretty big downside, but giving up expendable creatures or lands to swing with this thing isn’t too shabby.
Wolfkin Bond
3.0 This is a surprisingly good Aura, and one you’re usually going to want one of in your Green decks. 5 mana is a lot, but the fact this gives you a 2/2 means that you do a good job of mitigating against the risk of getting 2-for-1’d.
Pack 2 Pick 3: Ulvenwald Mysteries
Lone Rider
3.0 In the right format, this would be bonkers! Unfortunately, this format doesn’t have a dedicated life gain archetype, so gaining 3 or more life with it and transforming it into It That Rides as One isn’t as easy you might think. It is certainly doable, but not something that happens with regularity.
Ulvenwald Mysteries
4.0 This is a very powerful value engine, especially in Blue-Green, where you have lots of Clues anyway. Making it so sacrificing a clue generates a 1/1 is a huge upgrade, as it allows you to add to the board while digging deeper into your deck. This is less good if you’re entirely reliant on it to generate your Clues, but even then it can be pretty good.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Fleeting Memories
1.0 Clues are good and all, but this isn’t a great format to try and mill your opponent out in. Several decks in this format want cards in their graveyard. Turning on their delirium and Flashback cards isn’t really something you want to be doing. There are some clue-heavy control decks where this can work out as a win condition, but you’re really playing with fire.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Fiend Binder
2.5 The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Bloodmad Vampire
2.5 A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
Dauntless Cathar
3.5 Trading this off for something and then getting a flying token out of your graveyard feels great. Also works well if you want to sacrifice it or you end up milling it.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Pack 2 Pick 4: Scourge Wolf
Altered Ego
4.0 You can pay 0 for X, so at worst this is an uncounterable 4-mana Clone, which is perfectly fine! It is awesome that it scales as the game continues too, since it can come into play with better, and better stats. If you can pay at least 1 for X, t you’re always going to have the best creature on the battlefield when you cast it.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Shreds of Sanity
2.0 If you’re in Red there’s a good chance you have a nice mix of Instants and Sorceries, and if you do, this is a pretty nice way to get back some removal spells.
Scourge Wolf
4.0 A two mana 2/2 with First Strike is something you always play, so the fact this can gain double strike in the mid-game is a great upgrade.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Confront the Unknown
1.5 This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Puncturing Light
2.5 This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
Ingenious Skaab
3.5 This is an amazing common. If you took away its ability to change its stats OR Prowess, it would still be pretty high quality – but it has both! This is incredibly difficult to block, and it can hit really hard so that’s kind of a problem for your opponent.
Pack 2 Pick 5: Conduit of Storms
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Conduit of Storms
3.0 A three mana ⅔ that gives you a mana every time it attacks isn’t too bad, and this can transform into a fairly impressive Eldrazi Werewolf.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
Erdwal Illuminator
3.5 Blue has a lot of ways to make Clues, so the Illuminator does a great job of generating extra value, which also having some pretty solid stats.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Pyre Hound
1.0 // 3.5 This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Pack 2 Pick 6: Lightning Axe
Lightning Axe
3.5 There’s lots of stuff in this format that you want to be discarding, and you will often find yourself able to cast this for only a single mana and cast whatever you discard. At that point, you’re really negating the downside of the Axe, and it just becomes an incredibly efficient removal spell with major upside. You won’t always be able to do that of course, but it happens often enough that this is premium removal.
Woodland Stream
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Biting Rain
2.5 If you’re going to end up in a control deck, Biting Rain is a nice inclusion, as it does a great job of keeping aggro decks in check. Obviously, if you’re an aggro deck, you don’t want this.
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Merciless Resolve
1.5 There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
Pack 2 Pick 7: Wolfkin Bond
Subjugator Angel
2.5 This was an underperformer last time. The idea of tapping down your opponent’s whole board and swinging for lethal is easy to imagine, but there are lots of board states where the ETB ability is actually irrelevant. And in those cases, you’re playing a creature that has a pretty bad stat-line.
Abundant Maw
2.5 This has a big body and Lightning Helixes your opponent, so its hard to go wrong there! Especially because Black has plenty of good sacrifice fodder for Emerge.
Wolfkin Bond
3.0 This is a surprisingly good Aura, and one you’re usually going to want one of in your Green decks. 5 mana is a lot, but the fact this gives you a 2/2 means that you do a good job of mitigating against the risk of getting 2-for-1’d.
Olivia's Dragoon
3.0 This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Faithbearer Paladin
2.0 This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Rush of Adrenaline
2.0 This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 2 Pick 8: Mockery of Nature
Lupine Prototype
0.0 A 2-mana 5/5 is great, but this is effectively a blank card for most of the game, and by the time it can attack and block, a 5/5 is no longer the most impressive thing.
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Mockery of Nature
2.5 This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
Aim High
1.5 This type of trick is rarely good. The stats boost is medium for two mana, and Reach and untapping are mostly only relevant on defense, which is the worst possible time to use a trick.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Deny Existence
2.0 Most decks have enough creatures for this to be playable, though it is always rough to try to use one of these when your opponent casts a noncreature spell.
Pack 2 Pick 9: Hinterland Logger
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Port Town
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Pack 2 Pick 10: Explosive Apparatus
Mournwillow
3.0 This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Dawn Gryff
2.0 A three mana 2/2 Flyer was a lot better back in 2016, and I think this format is similar enough for this to be solid.
Morkrut Necropod
2.5 This is a pretty scary creature. A 7/7 with Menace is a real pain to block! It does come with a pretty big downside, but giving up expendable creatures or lands to swing with this thing isn’t too shabby.
Pack 2 Pick 11: Drownyard Explorers
Shreds of Sanity
2.0 If you’re in Red there’s a good chance you have a nice mix of Instants and Sorceries, and if you do, this is a pretty nice way to get back some removal spells.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Confront the Unknown
1.5 This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Pack 2 Pick 12: Ember-Eye Wolf
Shreds of Sanity
2.0 If you’re in Red there’s a good chance you have a nice mix of Instants and Sorceries, and if you do, this is a pretty nice way to get back some removal spells.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Confront the Unknown
1.5 This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Pack 2 Pick 13: Graf Harvest
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Pack 2 Pick 14: Biting Rain
Woodland Stream
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Biting Rain
2.5 If you’re going to end up in a control deck, Biting Rain is a nice inclusion, as it does a great job of keeping aggro decks in check. Obviously, if you’re an aggro deck, you don’t want this.
Pack 2 Pick 15: Tattered Haunter
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Pack 3 Pick 1: Ulrich of the Krallenhorde
Moonmist
0.5 Even with all this additional upside, this is still a fog, and those are rarely worth it in Limited.
Ulrich of the Krallenhorde
4.5 A 5-mana 4/4 that gives +4/+4 to one of your creatures when it ETBs is something you would always play – that’s a boost that drastically improves your attacks on a given turn, and Ulrich has way more upside than tha! When it transformers, its fight effect turns it into removal, and if it flips back to Ulrich you get that +4/+4 again. Both sides are bad news for your opponent.
Gatstaf Arsonists
2.5 This is a solid finisher. A 5-mana 5/4 is obviously not great, but a 5-mana 6/5 with Menace? Yeah, that closes out a lot of games.
Pieces of the Puzzle
2.5 If your deck is spell heavy enough (so, mostly UR) this ends up being better than divination, especially because it loads your graveyard too! Outside of Blue-Red it becomes more questionable, though.
Mockery of Nature
2.5 This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
Scourge Wolf
4.0 A two mana 2/2 with First Strike is something you always play, so the fact this can gain double strike in the mid-game is a great upgrade.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Byway Courier
3.5 This is good at trading off for things, and the Clue it gives you means you’re going to get a 2-for-1.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Pack 3 Pick 2: Moonlight Hunt
Moonmist
0.5 Even with all this additional upside, this is still a fog, and those are rarely worth it in Limited.
Fevered Visions
1.5 This is basically howling mine, but it does come with a bit of a downside for your opponent, as they will get Shocked by it sometimes. Still, it isn’t that easy to start burning your opponent with this in Limited, and like most symmetrical card-draw, the fact your opponent gets the first card out of this is definitely rough.
Kindly Stranger
4.0 If Delirium is online, this is basically a 6-mana 4/3 that destroys a creature when it enters the battlefield. That’s insanely strong! Now, it does take some set up, and sometimes you don’t have six mana to do it all at once, but either way, the Stranger is very powerful.
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Humble the Brute
2.5 Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
Puncturing Light
2.5 This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Moonlight Hunt
2.5 This is a fairly effective removal spell, as you can often use it effectively even with just a single Wolf or Werewolf. Your deck does need to be loaded up with them for this to be at its best, though – as if you don’t have a wolf or werewolf in play, this does stone nothing.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Insatiable Gorgers
2.5 A 4-mana 5/3 isn’t too bad, even if it has to always attack, and the Madness upside is nice to have.
Pack 3 Pick 3: Howlpack Resurgence
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Howlpack Resurgence
3.5 This works pretty well if you have lots of Wolves or Werewolves, and even plays quite well with them. Because it has Flash, you can pass the turn, have your wolves and werewolves transform, and then play this on your opponent’s turn. If this can buff most of your board, its great – but you don’t play it until you have 10+ wolves or werewolves.
Ride Down
3.0 Red-White is all about aggro, and Ride Down fits really well into a deck that is all about attacking. It is basically impossible for your opponent to set up a good block when you have this in your hand, and that’s exactly what you want.
Groundskeeper
1.0 You do mill yourself a lot in Green, so the idea here is that if you milled a land you need, you can get it back. Mostly, though, that isn’t worth doing.
Wretched Gryff
4.0 This is one of the best Commons in the set. Casting it for the full 7 mana is totally passable, and if you can sacrifice something that gives you value and cast the Gryff for three or four mana – which happens all the time – it feels particularly amazing.
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Olivia's Dragoon
3.0 This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Bloodmad Vampire
2.5 A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 3 Pick 4: Obsessive Skinner
Drogskol Captain
3.5 This is an amazing spirit payoff that has solid base stats as a Wind Drake. While it doesn’t grant hexproof to itself, granting to all of your spirits is no joke.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Drownyard Behemoth
2.5 The main thing you want to do with this is Flash it in and ambush block a smaller creature, and that’s most creatures! If you do that, you’re going to get a 2-for-1. Sometimes that situation doesn’t present itself, and you just find yourself casting this as a 5/7, and it doesn’t feel nearly as good in those cases, but Blue has enough good sacrifice fodder that this will still feel pretty decent.
Fortified Village
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Rush of Adrenaline
2.0 This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
Obsessive Skinner
3.5 Without Delirium, this is a two drop that usually makes the cut. When you get Delirium going, it becomes an impressive value engine, giving you a +1/+1 counter every turn.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Olivia's Dragoon
3.0 This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Thraben Inspector
3.0 This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Pack 3 Pick 5: Ulrich's Kindred
Diregraf Captain
3.5 This is a better Zombie payoff than the one in the main set. Lords are always quite powerful, and the additions of deathtouch and damaging your opponent when a Zombie dies is great.
Ulrich's Kindred
3.0 This has a solid baseline, and granting indestructibility to your werewolves can be great! That said, the ability is fairly costly, and if your opponent has mana up when you try to use it, prepare to get blown out.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Dawn Gryff
2.0 A three mana 2/2 Flyer was a lot better back in 2016, and I think this format is similar enough for this to be solid.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Make Mischief
2.0 In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
Dauntless Cathar
3.5 Trading this off for something and then getting a flying token out of your graveyard feels great. Also works well if you want to sacrifice it or you end up milling it.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Angelic Purge
2.5 2-for-1ing yourself to destroy something isn’t great, but there is enough sacrifice fodder in this format that the first copy of Angelic Purge usually makes the cut.
Pack 3 Pick 6: Ongoing Investigation
Diregraf Captain
3.5 This is a better Zombie payoff than the one in the main set. Lords are always quite powerful, and the additions of deathtouch and damaging your opponent when a Zombie dies is great.
Daring Sleuth
3.5 This starts with passable base stats, and transforming it is pretty easy in Blue. Once transformed, it is a creature your opponent really has to account for, since it can generate a ton of clues.
Ongoing Investigation
4.0 This is an amazing engine. Generating clues is great, and this gives you two separate ways to do that. If your graveyard is loaded up, you can get clues that way, and if you have a good board state, attacking will get you those clues. Pretty hard not to extract massive amounts of value out of this.
Foul Orchard
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Jace's Scrutiny
2.0 This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Pack 3 Pick 7: Grapple with the Past
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Ongoing Investigation
4.0 This is an amazing engine. Generating clues is great, and this gives you two separate ways to do that. If your graveyard is loaded up, you can get clues that way, and if you have a good board state, attacking will get you those clues. Pretty hard not to extract massive amounts of value out of this.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Pack 3 Pick 8: Swift Spinner
Stromkirk Captain
3.5 This offers an impressive boost to your Vampires, which will be the bulk of your creatures in Black/Red.
Gryff's Boon
3.5 This offers an incredibly efficient boost up front, as +1/+0 and Flying is enough to massively upgrade most creatures! What really makes it a quality Aura is the fact that you can constantly bring it back from the graveyard.
Murderer's Axe
1.0 This mostly isn’t worth it. Sure, you want to be discarding in this format to set up Delirium and cast things for their Madness cost, but there are lots of better ways to do that. The fact there isn’t any other Equip cost on this at all is rough, because even in this format there are situations where you just can’t move this.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Olivia's Dragoon
3.0 This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Pack 3 Pick 9: Gatstaf Arsonists
Gatstaf Arsonists
2.5 This is a solid finisher. A 5-mana 5/4 is obviously not great, but a 5-mana 6/5 with Menace? Yeah, that closes out a lot of games.
Mockery of Nature
2.5 This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Byway Courier
3.5 This is good at trading off for things, and the Clue it gives you means you’re going to get a 2-for-1.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Pack 3 Pick 10: Deranged Whelp
Humble the Brute
2.5 Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
Puncturing Light
2.5 This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
Insatiable Gorgers
2.5 A 4-mana 5/3 isn’t too bad, even if it has to always attack, and the Madness upside is nice to have.
Pack 3 Pick 11: Gnarlwood Dryad
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Pack 3 Pick 12: Drogskol Captain
Drogskol Captain
3.5 This is an amazing spirit payoff that has solid base stats as a Wind Drake. While it doesn’t grant hexproof to itself, granting to all of your spirits is no joke.
Fortified Village
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Pack 3 Pick 13: Grotesque Mutation
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Dauntless Cathar
3.5 Trading this off for something and then getting a flying token out of your graveyard feels great. Also works well if you want to sacrifice it or you end up milling it.
Angelic Purge
2.5 2-for-1ing yourself to destroy something isn’t great, but there is enough sacrifice fodder in this format that the first copy of Angelic Purge usually makes the cut.
Pack 3 Pick 14: Foul Orchard
Foul Orchard
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Pack 3 Pick 15: Ghoulraiser
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.