Cackling Counterpart
4.0 Three mana to make a copy of your best creature is usually a good deal, and so is the fact that in the later stages of the game you can do it again – and usually on a more powerful creature!
Collective Brutality
3.5 The -2/-2 mode is a solid removal spell, so having the option to gain access to the other two modes is great – especially because discarding cards can be so good in this format.
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.
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.
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.
Stromkirk Occultist
4.0 They downshifted this to Rare, which is pretty spicy! A three mana 3/2 Trample isn’t a bad starting point, so when you add in the Madness upside and the fact that this can effectively draw you cards, and we’re talking about an incredibly efficient and powerful creature.
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.
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.
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.
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!
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
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 1 Pick 2: Incendiary Flow
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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 1 Pick 3: Rise from the Tides
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.
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.
Rise from the Tides
0.0 // 3.5 This is a legit buildaround in the format. Milling yourself is a very real theme, as are Instants and Sorceries, so it isn’t uncommon for Rise from the Tides to work as a nice win condition in a Blue control deck. Obviously it is horrible in any deck that isn’t actually good at both of those things, but the ceiling here is very high.
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!
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.
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.
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.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
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.
Howlpack Wolf
2.0 This has decent stats, and if you're in Red/Green it basically has no downside.
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 4: Faithless Looting
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.
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.
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.
Game Trail
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
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.
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.
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.
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.
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 1 Pick 5: Weirding Wood
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.
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.
Hope Against Hope
1.0 This Aura isn’t really worth the downside. Sure, it can offer a massive boost – but there are times where it doesn’t offer a big enough one to off-set how dangerous playing this card is. Your board already has to be good in most scenarios, too. Getting 2-for-1’d is a big enough risk that you need your Auras to do more than this.
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.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
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.
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.
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.
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.
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!
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.
Pack 1 Pick 6: Take Inventory
Tamiyo's Journal
3.5 This is an impressive value engine. Getting all of those Clues is a great way to win the game. The downside is that you have to pay 5 mana and not impact the board when you play it, but that’s something you can get away with more in this format than in more recent ones.
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.
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!
Soul Separator
1.0 You need a nicely stocked graveyard and lots of spare mana to fully utilize this. So, basically, this is a little bit too clunky, and asks too much of you at the same time.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
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.
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.
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.
Pack 1 Pick 7: Ingenious Skaab
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.
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.
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!
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.
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.
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.
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.
Pack 1 Pick 8: Spontaneous Mutation
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.
Uncaged Fury
2.5 This is a very nice trick. It is a little expensive, but it makes most creatures win combat, and it has the potential to allow an unblocked creature to just finish off your opponent. The first copy should be valued fairly highly.
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.
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.
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.
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.
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.
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 9: Essence Flux
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.
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.
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.
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!
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.
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 1 Pick 10: Epitaph Golem
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.
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.
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.
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.
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.
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!
Pack 1 Pick 11: Drownyard Explorers
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.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
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 12: Game Trail
Game Trail
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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 13: Borrowed Malevolence
Hope Against Hope
1.0 This Aura isn’t really worth the downside. Sure, it can offer a massive boost – but there are times where it doesn’t offer a big enough one to off-set how dangerous playing this card is. Your board already has to be good in most scenarios, too. Getting 2-for-1’d is a big enough risk that you need your Auras to do more than this.
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.
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.
Pack 1 Pick 14: Bloodbriar
Soul Separator
1.0 You need a nicely stocked graveyard and lots of spare mana to fully utilize this. So, basically, this is a little bit too clunky, and asks too much of you at the same time.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
Pack 1 Pick 15: Bump in the Night
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.
Pack 2 Pick 1: Take Inventory
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.
Duskwatch Recruiter
4.5 This is a very strong Uncommon. It has good base stats, and on the front side it has a very powerful activated ability that will allow you to outcard your opponent in the later stages of the game. The front side is kind of the one you want the most, but the Werewolf side isn’t too shabby either.
Spectral Shepherd
3.0 UW is all about spirits, and it has a sub-theme of abusing ETB abilities. The Shepherd’s activated abilities can help you trigger them, while also allowing you to save your Spirits from removal.
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.
Furyblade Vampire
2.5 It is a bit of a bummer that you have to discard the card at the beginning of combat in this case, because it makes it harder to pull off Madness shenanigans, but this is often a two mana 4/2 with Trample that helps you cast things for their reduced Madness costs.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 2: Pyre Hound
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
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 2 Pick 3: Pieces of the Puzzle
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.
Splendid Reclamation
0.0 You do mill lands into your graveyard in this format, but this still isn’t worth it.
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.
Manic Scribe
2.0 This is another really awkward mill card. Milling can benefit your opponent enough in this format that going this route is highly questionable. That said, the Scribe is capable of milling the opponent out all on its own.
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.
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.
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.
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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 2 Pick 4: Deny Existence
Travel Preparations
3.5 This gives out a lot of +1/+1 counters for only four mana total, and can drastically improve your board state.
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.
Forsaken Sanctuary
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.
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.
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.
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.
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.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
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 2 Pick 5: Brain in a Jar
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.
Prized Amalgam
3.0 If you can bring this back once, you’re going to be thrilled, and that’s fairly doable in Blue-Black. It also has a perfectly solid baseline as a three mana 3/3, so there’s really no reason not to play it in every Blue-Black deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 6: Drownyard Explorers
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.
Blood Mist
0.0 This is bad. It isn’t worth the mana or the card. Double strike on one creature can sometimes be pretty sweet, but the fact it only works on one creature and only on your turn is rough. You basically already need a really good creature or this is irrelevant.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Rise from the Grave
2.0 Most decks will have loaded graveyards in this format, so this card overperforms a bit. It still doesn’t always have a good target, though.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
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.
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.
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 7: Rise from the Tides
Rise from the Tides
0.0 // 3.5 This is a legit buildaround in the format. Milling yourself is a very real theme, as are Instants and Sorceries, so it isn’t uncommon for Rise from the Tides to work as a nice win condition in a Blue control deck. Obviously it is horrible in any deck that isn’t actually good at both of those things, but the ceiling here is very high.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
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.
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!
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.
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.
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.
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 8: Take Inventory
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.
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.
Foreboding Ruins
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Drunau Corpse Trawler
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.
Spectral Shepherd
3.0 UW is all about spirits, and it has a sub-theme of abusing ETB abilities. The Shepherd’s activated abilities can help you trigger them, while also allowing you to save your Spirits from removal.
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.
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.
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.
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.
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.
Pack 2 Pick 10: Spontaneous Mutation
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.
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.
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.
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.
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.
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 11: Magnifying Glass
Splendid Reclamation
0.0 You do mill lands into your graveyard in this format, but this still isn’t worth it.
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.
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.
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.
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.
Pack 2 Pick 12: Stone Quarry
Forsaken Sanctuary
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.
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.
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 13: 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.
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.
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 14: Bump in the Night
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.
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 15: 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.
Pack 3 Pick 1: Docent of Perfection
Increasing Ambition
0.0 A tutor for five is really bad. This does add Flashback, which means in the long run you can get a 4-for-1 out of it, but it is so clunky and expensive that you’re probably going to lose if you’re wasting your time casting it.
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.
Docent of Perfection
5.0 A 5-mana 5/4 that spits out a token every time you cast a spell is already a bomb, so the fact that this transforms into an even larger creature that also buffs all of your Wizards is absolutely incredible.
Manic Scribe
2.0 This is another really awkward mill card. Milling can benefit your opponent enough in this format that going this route is highly questionable. That said, the Scribe is capable of milling the opponent out all on its own.
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.
Faith Unbroken
2.5 This card is incredibly swingy. 4 mana to exile something and give a creature +2/+2 is an incredible rate, and if the creature and Enchantment stay around, your opponent loses. However, if your opponent finds a way to kill the Enchanted creature, they probably win, because you get absolutely blown out.
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.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
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.
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.
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.
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.
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.
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.
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 3 Pick 2: Highland Lake
Travel Preparations
3.5 This gives out a lot of +1/+1 counters for only four mana total, and can drastically improve your board state.
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.
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.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Invasive Surgery
0.0 Yeah, no. This is far too narrow, even if you have Delirium active.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 3: 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.
Falkenrath Gorger
2.5 Black/Red is already loaded up with Vampires and discard outlets, so the Gorger giving all of your Vampires Madness actually comes up. That said, many vampires in the set already have Madness, so it isn’t always going to do something. Still, it is a one mana 2/1 with upside – hard to go wrong there.
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!
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
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!
Bound by Moonsilver
4.0 This is amazing removal, and it was at Uncommon last time around. Downshifting it is pretty surprising, because it deals with most things in the format quite effectively! Its great you can move it around when you need to, too.
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.
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.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
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.
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 3 Pick 4: Mystic Retrieval
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.
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.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
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.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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 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.
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.
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.
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.
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 3 Pick 5: Geist of the Archives
Travel Preparations
3.5 This gives out a lot of +1/+1 counters for only four mana total, and can drastically improve your board state.
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.
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.
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.
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.
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.
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!
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.
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.
Pack 3 Pick 6: Take Inventory
Unburial Rites
1.5 // 3.5 This is powerful because it reanimates efficiently and does it twice, but this format isn’t loaded up with amazing things to reanimate, limiting its effectiveness. If you’re good at milling yourself and you have a few big scary things around it can do some serious work.
Game Trail
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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.
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.
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.
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.
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.
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 7: Silent Departure
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.
Hope Against Hope
1.0 This Aura isn’t really worth the downside. Sure, it can offer a massive boost – but there are times where it doesn’t offer a big enough one to off-set how dangerous playing this card is. Your board already has to be good in most scenarios, too. Getting 2-for-1’d is a big enough risk that you need your Auras to do more than this.
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.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
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.
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.
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.
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.
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 3 Pick 8: Tormenting Voice
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
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.
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.
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.
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 9: Epitaph Golem
Increasing Ambition
0.0 A tutor for five is really bad. This does add Flashback, which means in the long run you can get a 4-for-1 out of it, but it is so clunky and expensive that you’re probably going to lose if you’re wasting your time casting it.
Manic Scribe
2.0 This is another really awkward mill card. Milling can benefit your opponent enough in this format that going this route is highly questionable. That said, the Scribe is capable of milling the opponent out all on its own.
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.
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.
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.
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 10: Spontaneous Mutation
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.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
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.
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.
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.
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 3 Pick 11: Fogwalker
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
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.
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.
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.
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 3 Pick 12: Choked Estuary
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Choked Estuary
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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 3 Pick 13: Imprisoned in the Moon
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.
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.
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 3 Pick 14: 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.
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 3 Pick 15: Grapple with the Past
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.