Faithless Looting
3.5 One mana to loot twice is a good deal, and this has flashback. This is an amazing discard outlet for Madness, and can help with delirium too.
Seasons Past
3.5 This is clunky as heck – but actually usable in this format. Graveyard decks are real, and getting back 4+ cards with this is eminently doable. Tapping out to cast it in the first place can be sketchy sometimes, but if you get to untap, it is hard for you to lose.
Accursed Witch
3.5 This hits hard, can trade for many things, and when it dies it becomes a serious problem for your opponent. As a curse, it drains your opponent 1 life every upkeep, which really snowballs. It is especially nasty to sacrifice this to cast something with Emerge!
Haunted Dead
3.5 4-mana for a 2/2 and a 1/1 Flyer is decent, and this can keep coming back from your graveyard! Discarding two cards might sound steep, but in this format, you can get a ton of upside out of discarding cards.
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.
Veteran Cathar
3.5 This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
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.
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.
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.
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.
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!
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
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.
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.
Pack 1 Pick 2: Clear Shot
Silent Departure
2.5 Bouncing stuff doesn’t generally let you trade for a card – instead it just gives you tempo. But this is cheap enough that you can get a pretty good deal, especially because you can bounce something again later in the game.
Forgotten Creation
3.0 A 4-mana 3/3 isn’t great, and Skulk on a 3/3 is kind of funny – because it means there are lots of creatures that can effectively block it. Its ability to help you reload your hand can also be fairly situational and awkward, but if you’re given the time to set it up, pitching lands to draw extra cards is pretty good.
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.
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.
Clear Shot
4.0 This is great removal. Because of the stats boost, it makes most creatures capable of taking something down, and sometimes you can even get a 2-for-1 – like if the +1/+1 helps a creature win combat.
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.
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.
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.
Alchemist's Greeting
3.0 If you’re only casting this normally, it is clunky as heck. If you have enough discard outlets though, it becomes a premium removal spell.
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.
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.
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.
True-Faith Censer
3.0 This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
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.
Pack 1 Pick 3: Dead Weight
Feeling of Dread
3.0 Casting this once in hand and once from your graveyard over two turns can often really turn a game around, as it allows you to attack far more effectively while severely hampering your opponent’s ability to attack effectively. You can of course also cast it from your hand and flash it back all in the same turn, which wins the game on a lot of board states.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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.
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.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
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.
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.
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.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Galvanic Bombardment
2.5 // 4.0 You’ll always play this even if you only have one copy, and it becomes far better the more copies you have. If you have 4+, it becomes one of the best cards in your deck.
Pack 1 Pick 4: Summary Dismissal
Bump in the Night
1.0 Cards that damage your opponent and don’t do anything else are rarely worth it in Limited. This does have the capacity to do up to six for only one card, but you have to pay 7 mana to get there. It is kind of a funny card, because it has kind of an ugly baseline, but it actually gets better in multiples, since you are more likely to find a critical mass that lets you burn out your opponent. Problem is, since this is part of a bonus sheet, actually getting multiples of it won’t happen very often.
Summary Dismissal
1.5 The stack doesn’t usually get very large in Limited, so this is mostly just a 4-mana counterspell that can go after abilities as well as spells. That’s not great.
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.
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.
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.
Spontaneous Mutation
1.5 Like most -X/-0 Auras, this isn’t very good – even with Flash! It doesn’t get close enough to removing an entire card to feel like its worth it. It does get a small boost because of all the Prowess in the set, but you’re still hoping to play something better.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
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.
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.
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.
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.
Pack 1 Pick 5: Grapple with the Past
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
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.
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.
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.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Exultant Cultist
2.5 This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Deranged Whelp
2.5 This is a solid little two-drop and it 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.
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.
Pack 1 Pick 6: Thraben Foulbloods
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Advanced Stitchwing
3.5 This has decent base stats, and it is big enough that its ability to keep coming back from the graveyard is pretty great.
Foreboding Ruins
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
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.
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.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
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.
Pack 1 Pick 7: Briarbridge Patrol
Rally the Peasants
2.5 Being able to buff your whole board on two separate attacks with only one card is pretty powerful! If you have the mana, you can also do it all at once!
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 8: Ghoulcaller's Accomplice
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.
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.
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.
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.
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 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.
Ghoulcaller's Accomplice
3.0 This has solid base stats, and the fact you can get a Zombie out of it from the graveyard is great! Obviously, the rate on that second body isn’t amazing, but card advantage is card advantage. It also means you can discard or mill this and still get some nice value out of it.
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.
Pack 1 Pick 9: Haunted Dead
Haunted Dead
3.5 4-mana for a 2/2 and a 1/1 Flyer is decent, and this can keep coming back from your graveyard! Discarding two cards might sound steep, but in this format, you can get a ton of upside out of discarding cards.
Veteran Cathar
3.5 This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
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.
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.
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!
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.
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.
Pack 1 Pick 10: Ruthless Disposal
Silent Departure
2.5 Bouncing stuff doesn’t generally let you trade for a card – instead it just gives you tempo. But this is cheap enough that you can get a pretty good deal, especially because you can bounce something again later in the game.
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.
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.
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.
True-Faith Censer
3.0 This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
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.
Pack 1 Pick 11: Graf Rats
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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.
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.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Pack 1 Pick 12: Sanitarium Skeleton
Bump in the Night
1.0 Cards that damage your opponent and don’t do anything else are rarely worth it in Limited. This does have the capacity to do up to six for only one card, but you have to pay 7 mana to get there. It is kind of a funny card, because it has kind of an ugly baseline, but it actually gets better in multiples, since you are more likely to find a critical mass that lets you burn out your opponent. Problem is, since this is part of a bonus sheet, actually getting multiples of it won’t happen very often.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
Pack 1 Pick 13: Wild-Field Scarecrow
Exultant Cultist
2.5 This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Pack 1 Pick 14: Graf Rats
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
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.
Pack 1 Pick 15: Devilthorn Fox
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 1: Arlinn Kord
Feeling of Dread
3.0 Casting this once in hand and once from your graveyard over two turns can often really turn a game around, as it allows you to attack far more effectively while severely hampering your opponent’s ability to attack effectively. You can of course also cast it from your hand and flash it back all in the same turn, which wins the game on a lot of board states.
Second Harvest
0.0 You just don’t end up with enough tokens for this to actually be worth playing. Sure, doubling clues and some random creatures can be nice, but this card is entirely blank far too often.
Arlinn Kord
5.0 Arlinn is a fairly cheap planeswalker, and all of her abilities are great. Her +1 and 0 on the frontside do a good job of protecting her, and when she transforms she can give you a massive board buff or Bolt opposing creatures. You won’t always get to her ultimate, but alternate between her two sides is incredibly powerful, and hard for anyone to overcome.
Topplegeist
3.5 Without Delirium, Topplegeist is already a playable card. Then, if you can get Delirium online, this becomes absolutely insane, as tapping down a creature every turn can really shift the game in your favor.
Call the Bloodline
0.0 // 3.0 In the right deck, this can be very powerful! There is a lot of Madness in this set, especially in Black-Red, and this is one of the best ways to get Madness going, since it also lets you add a very real body to the board.
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.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get 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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
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.
Pack 2 Pick 2: Pack Guardian
Sigarda's Aid
0.0 This is here for Historic and Explorer, not Limited. There aren’t any Equipment in this set that you can abuse with this.
Cryptolith Fragment
2.5 This is a source of fixing that can become a very real threat. The situation won’t always allow you to transform it, but if your opponent has 10 or less life and you’ve got the Aurora of Emrakul attacking them, they are going to be in some serious trouble.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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!
Pack Guardian
4.0 A 4-mana 4/3 with Flash would usually make the cut, so the fact you can discard a land to end up also getting a 2/2 is amazing, especially because getting a land in your graveyard might help you get Delirium.
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 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.
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.
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.
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.
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!
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.
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.
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.
Pack 2 Pick 3: Tireless Tracker
Tireless Tracker
5.0 This is a powerhouse. It is both a source of card advantage and a potential win condition as it continually grows and lets you draw a ton of cards. It can easily take over games, and that’s not something you can say about most three drops!
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.
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.
Hamlet Captain
3.5 This is a nice Human payoff that can make most boards significantly better. It doesn’t buff itself, though, so it often goes down in one attack.
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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.
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.
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 2 Pick 4: Terrarion
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.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
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.
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.
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.
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.
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.
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.
Alchemist's Greeting
3.0 If you’re only casting this normally, it is clunky as heck. If you have enough discard outlets though, it becomes a premium removal spell.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Galvanic Bombardment
2.5 // 4.0 You’ll always play this even if you only have one copy, and it becomes far better the more copies you have. If you have 4+, it becomes one of the best cards in your deck.
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.
Pack 2 Pick 5: Ulvenwald Captive
Ulvenwald Captive
3.0 As is true in most formats, ramping your mana is pretty good! Even when it is attached to a two mana ½ with Defender. Its transformation isn’t the most impressive, but it does let you ramp mana even more, it gets bigger, and it loses defender.
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.
Brain in a Jar
0.0 Not worth it in Limited, even with a spell deck around. It is too slow and doesn’t really do anything to impact the game 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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 6: Vessel of Nascency
Gnaw to the Bone
0.0 // 2.5 If you manage to get a really good self-mill deck going – preferably one that has a win condition like Spider Spawning – Gnaw to the Bone becomes a really good card at helping you survive long enough to outvalue your opponent with the graveyard. There are lots of decks where it is unplayable, though.
Thermo-Alchemist
3.5 This is a great payoff in Blue-Red, but most Red decks in the format have enough instants and sorceries in them to make the Alchemist playable.
Vessel of Nascency
0.0 // 3.0 This is actually a very important card for Delirium decks. It can often get you delirium all on its own, as it puts itself and 4 cards from the top of your library into your graveyard. Getting an Enchantment in there can be particularly difficult, but this makes sure it happens for you! It is certainly a buildaround, as it isn’t really a card you want outside of Black/Green, but it is one of the most important Commons for that deck.
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.
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.
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.
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.
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!
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.
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.
Pack 2 Pick 7: Foreboding Ruins
Mystic Retrieval
1.5 This is very slow and clunky. You do eventually get a 2-for-1 out of it, but there are better ways to recur instants and sorceries in this format.
Foreboding Ruins
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Stone Quarry
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 8: Liliana's Elite
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.
True-Faith Censer
3.0 This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Gavony Unhallowed
Feeling of Dread
3.0 Casting this once in hand and once from your graveyard over two turns can often really turn a game around, as it allows you to attack far more effectively while severely hampering your opponent’s ability to attack effectively. You can of course also cast it from your hand and flash it back all in the same turn, which wins the game on a lot of board states.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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.
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.
Pack 2 Pick 10: Crow of Dark Tidings
Cryptolith Fragment
2.5 This is a source of fixing that can become a very real threat. The situation won’t always allow you to transform it, but if your opponent has 10 or less life and you’ve got the Aurora of Emrakul attacking them, they are going to be in some serious trouble.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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.
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.
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!
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 11: Wolfkin Bond
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.
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.
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.
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.
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 2 Pick 12: Gavony Unhallowed
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.
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.
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.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Pack 2 Pick 13: Merciless Resolve
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.
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.
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.
Pack 2 Pick 14: Crow of Dark Tidings
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!
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.
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: Incendiary Flow
Bump in the Night
1.0 Cards that damage your opponent and don’t do anything else are rarely worth it in Limited. This does have the capacity to do up to six for only one card, but you have to pay 7 mana to get there. It is kind of a funny card, because it has kind of an ugly baseline, but it actually gets better in multiples, since you are more likely to find a critical mass that lets you burn out your opponent. Problem is, since this is part of a bonus sheet, actually getting multiples of it won’t happen very often.
Eternal Scourge
3.5 This is a three mana 3/3 that just won’t stay away. Sure, any spell at all exiles the Scourge, but you can just keep casting it over and over again, so your opponent isn’t going to be that keen on using spells on it anyway.
Harvest Hand
4.0 A three mana 2/2 isn’t a great starting point, but trading this off or sacrificing it to something with Emerge is pretty amazing, because it comes back as a very real Equipment that has some Human upside. You end up getting a pretty amazing deal for only three mana.
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.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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.
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.
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.
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.
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.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
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.
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.
Pack 3 Pick 2: Obsessive Skinner
Forbidden Alchemy
2.5 Once you’ve cast this and flashed it back, this gives you a 2-for-1 with really good card selection, and it loads up the graveyard too, which is likely to give you even more value than that.
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.
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.
Clear Shot
4.0 This is great removal. Because of the stats boost, it makes most creatures capable of taking something down, and sometimes you can even get a 2-for-1 – like if the +1/+1 helps a creature win combat.
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.
True-Faith Censer
3.0 This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
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.
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.
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.
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.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
Pack 3 Pick 3: Midnight Scavengers
Silent Departure
2.5 Bouncing stuff doesn’t generally let you trade for a card – instead it just gives you tempo. But this is cheap enough that you can get a pretty good deal, especially because you can bounce something again later in the game.
Midnight Scavengers
2.5 This can give you a pretty nice 2-for-1, and if you have Graf Rats in your deck it has the potential to become an incredibly scary creature.
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.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
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.
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.
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.
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.
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!
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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.
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 4: Spider Spawning
Spider Spawning
1.0 // 4.5 This card is insane, and was one of the defining cards of original Innistrad draft. Just like that format, this one is loaded up with ways to mill yourself, so Spider Spawning is incredibly effective both times you cast it, and makes many game-states unwinnable for your opponent. This really only works in a deck that is built around it, but it will usually be the most powerful card in your deck when you pull that off.
Confirm Suspicions
1.5 Counter magic that is this expensive usually isn’t worth playing in Limited. The three clues are enough upside for this to make a cut in the most controlling decks, but you won’t play it most of the time.
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.
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.
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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.
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.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Pack 3 Pick 5: Graf Mole
Silent Departure
2.5 Bouncing stuff doesn’t generally let you trade for a card – instead it just gives you tempo. But this is cheap enough that you can get a pretty good deal, especially because you can bounce something again later in the game.
Graf Mole
3.0 This is a nice Clue payoff with solid stats. The life it gains you can really help you buy yourself the time to draw all of your extra cards.
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.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
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.
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 6: Tree of Perdition
Gnaw to the Bone
0.0 // 2.5 If you manage to get a really good self-mill deck going – preferably one that has a win condition like Spider Spawning – Gnaw to the Bone becomes a really good card at helping you survive long enough to outvalue your opponent with the graveyard. There are lots of decks where it is unplayable, though.
Tree of Perdition
1.5 A 0/13 can block most things, and the ability can definitely be useful sometimes – but if your opponent has more than 13 life it doesn’t do a whole lot.
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.
Mad Prophet
2.0 This is a nice repeatable way to get Madness going, but the stat-line means it dies to several one mana removal spells in the format, and that downside hurts.
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.
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.
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.
Ghoulcaller's Accomplice
3.0 This has solid base stats, and the fact you can get a Zombie out of it from the graveyard is great! Obviously, the rate on that second body isn’t amazing, but card advantage is card advantage. It also means you can discard or mill this and still get some nice value out of it.
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.
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.
Pack 3 Pick 7: Crow of Dark Tidings
Faithless Looting
3.5 One mana to loot twice is a good deal, and this has flashback. This is an amazing discard outlet for Madness, and can help with delirium too.
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.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Port Town
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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!
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
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.
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.
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 8: Forbidden Alchemy
Forbidden Alchemy
2.5 Once you’ve cast this and flashed it back, this gives you a 2-for-1 with really good card selection, and it loads up the graveyard too, which is likely to give you even more value than that.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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!
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.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
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.
Pack 3 Pick 9: Thornhide Wolves
Bump in the Night
1.0 Cards that damage your opponent and don’t do anything else are rarely worth it in Limited. This does have the capacity to do up to six for only one card, but you have to pay 7 mana to get there. It is kind of a funny card, because it has kind of an ugly baseline, but it actually gets better in multiples, since you are more likely to find a critical mass that lets you burn out your opponent. Problem is, since this is part of a bonus sheet, actually getting multiples of it won’t happen very often.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
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.
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.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
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.
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.
Pack 3 Pick 10: Magnifying Glass
Forbidden Alchemy
2.5 Once you’ve cast this and flashed it back, this gives you a 2-for-1 with really good card selection, and it loads up the graveyard too, which is likely to give you even more value than that.
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.
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.
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.
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.
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.
Pack 3 Pick 11: Grotesque Mutation
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
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.
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.
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!
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.
Pack 3 Pick 12: Intrepid Provisioner
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.
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.
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.
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.
Pack 3 Pick 13: Morkrut Necropod
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.
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 14: Gnaw to the Bone
Gnaw to the Bone
0.0 // 2.5 If you manage to get a really good self-mill deck going – preferably one that has a win condition like Spider Spawning – Gnaw to the Bone becomes a really good card at helping you survive long enough to outvalue your opponent with the graveyard. There are lots of decks where it is unplayable, though.
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.
Pack 3 Pick 15: Laboratory Brute
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.