Bloodflow Connoisseur
3.0 Free sacrifice effects that aren’t limited to once per turn always play incredibly well. Your opponent can’t ever rule out that you’re going to use this ability, and they always have to respect it. There is plenty of sacrifice fodder in the format, too.
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.
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.
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.
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.
Deathcap Cultivator
4.0 This is a nice mana dork that can even fix your mana, and the fact it can get deathtouch is pretty nice. Most mana dorks stop being good in the late game, but adding deathtouch means this always has an impact on the board.
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.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
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.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
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.
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.
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 1 Pick 2: Ironclad Slayer
Demonmail Hauberk
1.5 This gives a decent enough boost for its casting cost, but sacrificing a creature is a steep price to pay for many decks.
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.
Ironclad Slayer
2.5 This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Humble the Brute
2.5 Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
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.
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.
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.
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.
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.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
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.
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.
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.
Pack 1 Pick 3: Topplegeist
Stitcher's Apprentice
1.5 Generating a 2/2 every turn for only two mana is great! Having to sacrifice a creature every time is less so, even in a format with sacrifice fodder.
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.
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.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
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.
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.
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.
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
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.
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.
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 1 Pick 4: Thraben Inspector
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.
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.
Humble the Brute
2.5 Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
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.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
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.
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!
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.
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.
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.
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.
Pack 1 Pick 5: Haunted Dead
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.
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.
Indulgent Aristocrat
3.5 This is a great Vampire payoff. It is a bit awkward sometimes that you have to sacrifice something to put the counters on your creatures, but if you’ve got enough Vampires in play that is well worth the price.
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.
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.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
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!
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
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.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Pyre Hound
1.0 // 3.5 This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
Pack 1 Pick 6: Lunarch Mantle
Hollowhenge Scavenger
3.0 This is passable without Morbid, and the times where you can add this very real body to the board and gain 5 life are incredible.
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.
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.
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.
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.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
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.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
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.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Pack 1 Pick 7: Byway Courier
Mockery of Nature
2.5 This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
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.
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.
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.
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.
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.
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.
Bloodmad Vampire
2.5 A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
Pack 1 Pick 8: Abundant Maw
Bloodflow Connoisseur
3.0 Free sacrifice effects that aren’t limited to once per turn always play incredibly well. Your opponent can’t ever rule out that you’re going to use this ability, and they always have to respect it. There is plenty of sacrifice fodder in the format, too.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
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.
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.
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 9: Faithbearer Paladin
Bloodflow Connoisseur
3.0 Free sacrifice effects that aren’t limited to once per turn always play incredibly well. Your opponent can’t ever rule out that you’re going to use this ability, and they always have to respect it. There is plenty of sacrifice fodder in the format, too.
Morkrut Necropod
2.5 This is a pretty scary creature. A 7/7 with Menace is a real pain to block! It does come with a pretty big downside, but giving up expendable creatures or lands to swing with this thing isn’t too shabby.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
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.
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.
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 1 Pick 10: Terrarion
Demonmail Hauberk
1.5 This gives a decent enough boost for its casting cost, but sacrificing a creature is a steep price to pay for many decks.
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.
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.
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.
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.
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.
Pack 1 Pick 11: Graf Harvest
Stitcher's Apprentice
1.5 Generating a 2/2 every turn for only two mana is great! Having to sacrifice a creature every time is less so, even in a format with sacrifice fodder.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
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.
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.
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 1 Pick 12: Olivia's Bloodsworn
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.
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.
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.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Pack 1 Pick 13: Ghoulcaller's Accomplice
Indulgent Aristocrat
3.5 This is a great Vampire payoff. It is a bit awkward sometimes that you have to sacrifice something to put the counters on your creatures, but if you’ve got enough Vampires in play that is well worth the price.
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.
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.
Pack 1 Pick 14: Liliana's Elite
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.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Pack 1 Pick 15: Ember-Eye Wolf
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.
Pack 2 Pick 1: Doomed Traveler
Doomed Traveler
3.0 For one mana, you end up with a 1/1 and a 1/1 Flyer. That’s a great deal, and also makes this great sacrifice fodder.
Avacyn's Judgment
4.0 Even if you have no discard outlets, this is a nice removal spell. It can take down one X/2 or a couple of X/1s. If you have discard outlets this gets really crazy, as it becomes an instant speed version of Blaze that lets you divide damage however you want, which is amazing.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Port Town
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
Noose Constrictor
3.5 This is a great two-drop that has nice stats, can threaten to become quite large, and helps you do things with Madness and Delirium.
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.
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.
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.
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.
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.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
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.
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.
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 2 Pick 2: Cryptolith Fragment
Demonmail Hauberk
1.5 This gives a decent enough boost for its casting cost, but sacrificing a creature is a steep price to pay for many decks.
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.
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.
Invasive Surgery
0.0 Yeah, no. This is far too narrow, even if you have Delirium active.
Noose Constrictor
3.5 This is a great two-drop that has nice stats, can threaten to become quite large, and helps you do things with Madness and Delirium.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 3: Dead Weight
Diregraf Colossus
4.0 You have to be a heavy Zombie deck to unlock this card’s full potential, but once you’re there this is great. It is especially nice that you get a payoff whether or not you play it before or after all of your other Zombies.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Pack 2 Pick 4: Steadfast Cathar
Young Wolf
3.0 In the end, you get a 1/1 and a 2/2 for one mana. Sure, you don’t have them both at the same time, but you’re still getting an amazing rate – and the wolf is great for sacrificing too!
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Pack 2 Pick 5: Borrowed Malevolence
Traitorous Blood
1.0 // 3.5 If you have free or cheap sacrifice outlets to pair with this (and this format has them!), it is insanely powerful. If you don’t, it is almost unplayable. You know, the usual for Threaten effects.
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.
Invasive Surgery
0.0 Yeah, no. This is far too narrow, even if you have Delirium active.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 6: Subjugator Angel
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.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 7: Merciless Resolve
Curious Homunculus
3.5 This can help you ramp into some nice spells, and once it transforms it becomes a really problematic threat. Spell and graveyard decks are very real in the format, so transforming it is very doable.
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.
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.
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.
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.
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
Pack 2 Pick 8: Macabre Waltz
Young Wolf
3.0 In the end, you get a 1/1 and a 2/2 for one mana. Sure, you don’t have them both at the same time, but you’re still getting an amazing rate – and the wolf is great for sacrificing too!
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.
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.
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!
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.
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.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
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.
Pack 2 Pick 9: Dawn Gryff
Graf Harvest
2.0 Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
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.
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.
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.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
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.
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 2 Pick 10: Field Creeper
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.
Invasive Surgery
0.0 Yeah, no. This is far too narrow, even if you have Delirium active.
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.
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.
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.
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.
Pack 2 Pick 11: Diregraf Colossus
Diregraf Colossus
4.0 You have to be a heavy Zombie deck to unlock this card’s full potential, but once you’re there this is great. It is especially nice that you get a payoff whether or not you play it before or after all of your other Zombies.
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.
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.
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.
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 2 Pick 12: Macabre Waltz
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.
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.
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.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Pack 2 Pick 13: Thraben Foulbloods
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.
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.
Ingenious Skaab
3.5 This is an amazing common. If you took away its ability to change its stats OR Prowess, it would still be pretty high quality – but it has both! This is incredibly difficult to block, and it can hit really hard so that’s kind of a problem for your opponent.
Pack 2 Pick 14: Borrowed Hostility
Rush of Adrenaline
2.0 This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Pack 2 Pick 15: Weirded Vampire
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
Pack 3 Pick 1: Nearheath Chaplain
Doomed Traveler
3.0 For one mana, you end up with a 1/1 and a 1/1 Flyer. That’s a great deal, and also makes this great sacrifice fodder.
Westvale Abbey
4.5 A land that can crank out creature tokens in the late game is a nice utility land to have, and this can transform into an almost unbeatable Demon, who often wins the game in a single swing.
Village Messenger
2.5 This is great on turn one, especially if you’re on the play. You get to play this and get in for a damage, and if your opponent doesn’t have a one drop, this turns into a 2/2 Menace – and it's going to stay that way for quite some time. If you get it later in the game, it is significantly less impressive, but a 2/2 Menace can at least be relevant on most board states.
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.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Foreboding Ruins
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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.
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.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Pack 3 Pick 2: Certain Death
Falkenrath Noble
2.5 A 4-mana 2/2 flyer isn’t the best rate, but the ETB effect here does enough for this to be solid.
Fevered Visions
1.5 This is basically howling mine, but it does come with a bit of a downside for your opponent, as they will get Shocked by it sometimes. Still, it isn’t that easy to start burning your opponent with this in Limited, and like most symmetrical card-draw, the fact your opponent gets the first card out of this is definitely rough.
Thing in the Ice
4.0 There’s a well-supported spell deck in this format, so flipping this is fairly doable. It takes awhile to get there of course, but paying two mana for a 7/8 that bounces a bunch of stuff is a great deal! This format does have a lot of Horrors, though, so sometimes you won’t bounce everything.
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.
Biting Rain
2.5 If you’re going to end up in a control deck, Biting Rain is a nice inclusion, as it does a great job of keeping aggro decks in check. Obviously, if you’re an aggro deck, you don’t want this.
Woodland Stream
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it 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.
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.
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.
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.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
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 3: Duskwatch Recruiter
Selhoff Occultist
1.5 Milling yourself with this is more often what you want to be doing in this format, as milling your opponent might just end up helping them. Overall, this has mediocre stats and an effect that isn’t all that impressive.
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.
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.
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.
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.
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
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.
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.
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 3 Pick 4: Ruthless Disposal
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.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Fortified Village
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
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.
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.
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.
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.
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.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’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.
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.
Pack 3 Pick 5: Gavony Unhallowed
Selhoff Occultist
1.5 Milling yourself with this is more often what you want to be doing in this format, as milling your opponent might just end up helping them. Overall, this has mediocre stats and an effect that isn’t all that impressive.
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.
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.
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.
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.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
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.
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.
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
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.
Pack 3 Pick 6: Guardian of Pilgrims
Young Wolf
3.0 In the end, you get a 1/1 and a 2/2 for one mana. Sure, you don’t have them both at the same time, but you’re still getting an amazing rate – and the wolf is great for sacrificing too!
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.
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.
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.
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.
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.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
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.
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.
Pack 3 Pick 7: Crow of Dark Tidings
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.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
Jace's Scrutiny
2.0 This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
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!
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Moonlight Hunt
2.5 This is a fairly effective removal spell, as you can often use it effectively even with just a single Wolf or Werewolf. Your deck does need to be loaded up with them for this to be at its best, though – as if you don’t have a wolf or werewolf in play, this does stone nothing.
Pack 3 Pick 8: Angelic Purge
Skirsdag Cultist
3.0 This is a very inefficient creature, but cashing in expendable creatures to Shock your opponent or their creatures is pretty nice.
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
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.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
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.
Angelic Purge
2.5 2-for-1ing yourself to destroy something isn’t great, but there is enough sacrifice fodder in this format that the first copy of Angelic Purge usually makes the cut.
Pack 3 Pick 9: Liliana's Elite
Village Messenger
2.5 This is great on turn one, especially if you’re on the play. You get to play this and get in for a damage, and if your opponent doesn’t have a one drop, this turns into a 2/2 Menace – and it's going to stay that way for quite some time. If you get it later in the game, it is significantly less impressive, but a 2/2 Menace can at least be relevant on most board states.
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.
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.
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.
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.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Pack 3 Pick 10: Ghoulcaller's Accomplice
Biting Rain
2.5 If you’re going to end up in a control deck, Biting Rain is a nice inclusion, as it does a great job of keeping aggro decks in check. Obviously, if you’re an aggro deck, you don’t want this.
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.
Deranged Whelp
2.5 This is a solid little two-drop and it 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.
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.
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 11: Devilthorn Fox
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.
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.
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.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
Bloodmad Vampire
2.5 A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
Pack 3 Pick 12: 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.
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.
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.
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 3 Pick 13: Rush of Adrenaline
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.
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.
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.
Pack 3 Pick 14: Tormenting Voice
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.
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 3 Pick 15: Deranged Whelp
Deranged Whelp
2.5 This is a solid little two-drop and it has a useful creature type.