Thousand Winds
5 This is a huge Flyer that can end the game in a hurry, and if you play it face down first, it's mass bounce effect makes it even easier for you to dominate the game.
Tuskguard Captain
3.5 A great Outlast lord, like the others this can impact the board right away and even when it can't it's a creature that can very efficiently increase it's own size.
Mardu Heart-Piercer
3 If this was always a 4-mana 2/3 that did two damage on ETB, it would be a 4.0. Unfortunately, it's not always going to get it done, and when it can't it feels pretty bad. Still, you can get it going often enough for it to be a very powerful Common.
Watcher of the Roost
3 This has passable stats and often amounts to being a three mana 2/1 flyer that gains you 2 life, and that's a nice card.
Efreet Weaponmaster
3 The fact this has high power and first strike makes it hard for anything to block this, and it can reall wreck combat when it turns face up between it's own stat-line and the boost it can offer to something else.
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Arrow Storm
2.5 This is a Lava Axe that can actually hit creatures, which makes for a pretty solid card, even at five mana. It's a bit worse than the axe if you're not Raiding, but it is pretty doable to get that going in Red.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Feat of Resistance
3 This is a nice trick in any set, as it has the ability to allow your creature to easily win combat and/or save it for removal. It can even make a creature unblockable in a pinch. Then, you throw in Prowess and +1/+1 counter synergies, and we're talking about an awesome Common.
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 1 Pick 2: Heir of the Wilds
War-Name Aspirant
3 A two mana 2/1 that can't be blocked by tokens is passable, and this will often be a 3/2.
Heir of the Wilds
3.5 A two mana 2/2 deathtouch is a nice starting point, and this often attacks as a 3/3.
Mardu Blazebringer
1 The idea here is supposed to be that this gives you an early 4-power creature for Red-Green decks, but there are way better options for that around that aren't virtually dead cards.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Ponyback Brigade
4 This is a very strong Common. Playing it face up feels pretty good. Turning it face up after playing it face down feels good too. Four bodies out of one card is just a really big deal.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
Pack 1 Pick 3: Sandsteppe Citadel
Jeskai Charm
4 This is either a quality removal spell, a mediocre burn spell, or a situationally powerful mass pump effect. Sign me up.
Sandsteppe Citadel
3.5 These tri-lands are fairly high picks, as you're going to find yourself running three colors in virtually every deck since doing so gives you access to powerhouses like the Charms. These make that much easier on your mana base.
Briber's Purse
1.5 This does trigger prowess, making it a little better than it looks at first. Shutting down a blocker or attacker for a turn has it's uses, but sometimes it isn't really worth a card.
Cancel
1.5 As usual, this is a borderline playable.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Ponyback Brigade
4 This is a very strong Common. Playing it face up feels pretty good. Turning it face up after playing it face down feels good too. Four bodies out of one card is just a really big deal.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Treasure Cruise
3.5 It isn't quite as broken here as it is in 60-card formats, because you can't load your graveyard quite as quickly -- but you definitely can get this to the point where you are paying a tiny amount of mana to draw 3. You want one in most Blue decks, but not more than one.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Watcher of the Roost
3 This has passable stats and often amounts to being a three mana 2/1 flyer that gains you 2 life, and that's a nice card.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Pack 1 Pick 5: Savage Punch
Mardu Blazebringer
1 The idea here is supposed to be that this gives you an early 4-power creature for Red-Green decks, but there are way better options for that around that aren't virtually dead cards.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Rush of Battle
1 There are definitely Warriors in this set, and giving them all a reasonable buff and lifelink can sometimes help you win a race, but this demands you be good at going wide and running enough Warriors to really be worthwhile, and those things are far from guaranteed.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Kill Shot
2.5 It is far from premium, but Kill Shot does the job often enough to be a worthwhile inclusion in most White decks.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Pack 1 Pick 6: Glacial Stalker
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Bring Low
2 This is pretty rough when the creature doesn't have a counter. When it does it becomes premium removal, but you have to account for the times where it is a 4-mana deal 3, because those feel rough and that's what it does the most often.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Scaldkin
2 This is expensive for the stat-line, and the activated ability isn't cheap either. But, we're still talking about a Flyer that can turn into removal when you need it to.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 1 Pick 7: Dismal Backwater
Sultai Flayer
3.5 At worst, this is a 4-mana 3/4 that gains you 4 life when it dies. That's a pretty nice creature that will always generate some real value, and this pays you off in a big way for having other 4 toughness creatures around.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Pack 1 Pick 8: Bear's Companion
Bear's Companion
4 5 mana for a 2/2 and a 4/4 is an excellent rate. Not much more to say about this one.
Dazzling Ramparts
1.5 This isn't a terrible defensive card, but it isn't something you're really hoping to get either. It can block, but it can't kill things, and while the tap effect is nice it is also kind of awkward on a creature you want to block with.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Pack 1 Pick 9: Abomination of Gudul
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 1 Pick 10: Dismal Backwater
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
Pack 1 Pick 11: Weave Fate
Briber's Purse
1.5 This does trigger prowess, making it a little better than it looks at first. Shutting down a blocker or attacker for a turn has it's uses, but sometimes it isn't really worth a card.
Cancel
1.5 As usual, this is a borderline playable.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Pack 1 Pick 12: Abomination of Gudul
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Pack 1 Pick 13: Whirlwind Adept
Mardu Blazebringer
1 The idea here is supposed to be that this gives you an early 4-power creature for Red-Green decks, but there are way better options for that around that aren't virtually dead cards.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Pack 1 Pick 14: Dutiful Return
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Pack 2 Pick 1: Ivorytusk Fortress
Ivorytusk Fortress
3.5 This offers some serious beef, and pseudo-vigilance for your +1/+1 counter creatures is nice, especially because it allows you to Outlast and then still have your creatures untapped on your opponents turn.
Raiders' Spoils
1.5 The stats boost is not worth 4 mana, and even though this set has Warriors in Black, most decks don't have enough of them for this to draw you cards consistently enough.
Kheru Bloodsucker
2 This is a decent high toughness pay-off, but it's bad stat-line and expensive activated ability keep it from being anything ultra impressive.
Tuskguard Captain
3.5 A great Outlast lord, like the others this can impact the board right away and even when it can't it's a creature that can very efficiently increase it's own size.
Jungle Hollow
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Canyon Lurkers
1.5 This can get a big hit in out of nowhere, but the low toughness means that morphing this isn't going to feel like a great deal most of the time, because it always has two toughness.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Salt Road Patrol
2 This has an almost passable starting stat-line, and it's ability to grow can make it ito an impressive creature if the game goes long enough.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Pack 2 Pick 2: Heir of the Wilds
Ruthless Ripper
3.5 If you always cast this face up it's already a solid card that always makes the cut, but the fact you can play it face down and turn your death toucher face up for no mana at all makes it evne easier for you to set up advantageous trades. And you even get to lower your opponent's life!
Jeskai Elder
2.5 Like most Prowess creatures in the set, this is better than it looks. It's tough to block because you can buff it so much at instant speed, and you get a pretty nice trigger when it hits the opponent, so that's some pretty great tension in your favor.
Heir of the Wilds
3.5 A two mana 2/2 deathtouch is a nice starting point, and this often attacks as a 3/3.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Mardu Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Krumar Bond-Kin
1.5 This never feels great, but sometimes morphing it can result in hitting your opponent harder than they expect, or even taking down a blocker and surviving.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Kill Shot
2.5 It is far from premium, but Kill Shot does the job often enough to be a worthwhile inclusion in most White decks.
Singing Bell Strike
2 In the early game it can feel pretty good, especially alongside Prowess, but later in the game it's pretty close to being a blank card. So, you better win fast if you're playing this.
Pack 2 Pick 3: Mardu Skullhunter
Master the Way
1.5 This has a really high ceiling, where you get an easy 2-for-1. But the floor is awful. If you're in a grindy Jeskai deck, it can be worth playing. Not so much otherwise.
Mystic Monastery
3.5 These tri-lands are fairly high picks, as you're going to find yourself running three colors in virtually every deck since doing so gives you access to powerhouses like the Charms. These make that much easier on your mana base.
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Force Away
2.5 This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Mardu Skullhunter
3 If you can consistently get your opponent to discard when this enters, it feels great. If you can't, it's kind of a liability. The good news is, it's easy enough to get the discard for this to be a very nice common.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Pack 2 Pick 4: Kin-Tree Invocation
Monastery Swiftspear
3.5 While not quite as insane here as it is in 60-card formats, it is still a frightening turn one play in this format, and thanks to Prowess and lots of support for it in the set, it is a one drop that remains relevant all game long.
Kin-Tree Invocation
4 There are enough cheap high toughness creatures in the format that the Invocation ends up making a super efficient token with regularity. Getting a turn two 4/4 isn't unheard of, and it scales as the game goes on in most cases.
Witness of the Ages
1.5 This never feels efficient, but like most morph creatures in this format it isn't unplayable either.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Canyon Lurkers
1.5 This can get a big hit in out of nowhere, but the low toughness means that morphing this isn't going to feel like a great deal most of the time, because it always has two toughness.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Jungle Hollow
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Pack 2 Pick 5: Dismal Backwater
Tomb of the Spirit Dragon
0 Gaining a bit of life off of your morph creatures isn't worth diluting your mana base, especially in a format where you really want to have good mana for three-color decks.
Waterwhirl
1 This is expensive enough that it's hard or you to get a tempo advantage, and most of the time you go down a card for the effect.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Force Away
2.5 This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Pack 2 Pick 6: Shambling Attendants
Horde Ambusher
2.5 This has a passable base line, and shutting down a blocker for a turn often allows for a huge turn for Red decks.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Shambling Attendants
2.5 A 3/5 death touch is a really frustrating body for your opponent to contend with, and you can get this down for 3 or 4 mana reasonably often.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Pack 2 Pick 7: Become Immense
Become Immense
2.5 This stats boost is MASSIVE, and firing it off for one or two mana is very doable in Green. It does take set up, and the times when you can't get your graveyard stocked it feels pretty bad.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Pack 2 Pick 8: Alpine Grizzly
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Scaldkin
2 This is expensive for the stat-line, and the activated ability isn't cheap either. But, we're still talking about a Flyer that can turn into removal when you need it to.
Mardu Hateblade
2.5 You need to be playing Black for this to do it's thing, but if you can we're talking about a cheap creature that can trade with anything.
Pack 2 Pick 9: Kheru Bloodsucker
Raiders' Spoils
1.5 The stats boost is not worth 4 mana, and even though this set has Warriors in Black, most decks don't have enough of them for this to draw you cards consistently enough.
Kheru Bloodsucker
2 This is a decent high toughness pay-off, but it's bad stat-line and expensive activated ability keep it from being anything ultra impressive.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 2 Pick 10: Rugged Highlands
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Singing Bell Strike
2 In the early game it can feel pretty good, especially alongside Prowess, but later in the game it's pretty close to being a blank card. So, you better win fast if you're playing this.
Pack 2 Pick 11: Mystic of the Hidden Way
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Force Away
2.5 This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Pack 2 Pick 12: Smoke Teller
Witness of the Ages
1.5 This never feels efficient, but like most morph creatures in this format it isn't unplayable either.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 2 Pick 13: Tomb of the Spirit Dragon
Tomb of the Spirit Dragon
0 Gaining a bit of life off of your morph creatures isn't worth diluting your mana base, especially in a format where you really want to have good mana for three-color decks.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Pack 2 Pick 14: Crippling Chill
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Pack 3 Pick 1: Pine Walker
Herald of Anafenza
4.5 This is a one-drop that can take over the game by it's mid-point. Growing large and adding a 1/1 to the board every time it does is awesome. Doesn't feel that different from Pack Rat!
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
Jeskai Charm
4 This is either a quality removal spell, a mediocre burn spell, or a situationally powerful mass pump effect. Sign me up.
Pine Walker
4 A 5-mana 5/5 is no joke, and the Morph upside here is great, as it grants one-turn Vigilance to your Morphers -- including itself.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 3 Pick 2: Icefeather Aven
Icefeather Aven
4 This is a Flying Morph Man-O-War, and you can also just drop it on turn two if you need an efficient flyer. Either way, it feels pretty good when you use this card.
Chief of the Edge
3 Black/White cares about Warriors, and you're going to have them without really trying, so the Chief has a real impact on the board the turn it comes down.
Dragon's Eye Savants
1.5 Seeing your opponent's hand just isn't much of an effect, and neither a three mana 2/2 nor a two mana 0/6 is something you're excited about.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Mardu Hateblade
2.5 You need to be playing Black for this to do it's thing, but if you can we're talking about a cheap creature that can trade with anything.
Pack 3 Pick 3: Villainous Wealth
Villainous Wealth
2.5 This is a very real win condition, as if you can pump 5 or 6 mana into it, it's usually lights out for your opponent. It's pretty bad until you reach the late game, though.
Heir of the Wilds
3.5 A two mana 2/2 deathtouch is a nice starting point, and this often attacks as a 3/3.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Kill Shot
2.5 It is far from premium, but Kill Shot does the job often enough to be a worthwhile inclusion in most White decks.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Pack 3 Pick 4: Sandsteppe Citadel
Waterwhirl
1 This is expensive enough that it's hard or you to get a tempo advantage, and most of the time you go down a card for the effect.
Sandsteppe Citadel
3.5 These tri-lands are fairly high picks, as you're going to find yourself running three colors in virtually every deck since doing so gives you access to powerhouses like the Charms. These make that much easier on your mana base.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Bring Low
2 This is pretty rough when the creature doesn't have a counter. When it does it becomes premium removal, but you have to account for the times where it is a 4-mana deal 3, because those feel rough and that's what it does the most often.
Longshot Squad
2.5 I like this less than the other Outlast lords, since it offers a boost that is only useful on defense. Still, it's a creature that can affect the board right away, and it can grow itself when it's body isn't relevant enough.
Feat of Resistance
3 This is a nice trick in any set, as it has the ability to allow your creature to easily win combat and/or save it for removal. It can even make a creature unblockable in a pinch. Then, you throw in Prowess and +1/+1 counter synergies, and we're talking about an awesome Common.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Act of Treason
1.0 // 2.5 As usual, not really worth it unless you've got some sacrifice outlets to get rid of the creature you steal.
Pack 3 Pick 5: Debilitating Injury
Briber's Purse
1.5 This does trigger prowess, making it a little better than it looks at first. Shutting down a blocker or attacker for a turn has it's uses, but sometimes it isn't really worth a card.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Kill Shot
2.5 It is far from premium, but Kill Shot does the job often enough to be a worthwhile inclusion in most White decks.
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Shatter
0.5 Not enough artifacts to main deck this.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Debilitating Injury
3 This kills a wide swath of creatures in the format, including face-down morphs.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 3 Pick 6: Mer-Ek Nightblade
Mer-Ek Nightblade
3.5 This often comes down and gives other creatures you control death touch right away, and even when it doesn't it can buff itself very efficiently.
Stubborn Denial
0.5 This is definitely sideboard material. You need your opponent to have enough targets to counter and you need to be able to get Ferocioius going for it to be worth it.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Canyon Lurkers
1.5 This can get a big hit in out of nowhere, but the low toughness means that morphing this isn't going to feel like a great deal most of the time, because it always has two toughness.
Mardu Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Pack 3 Pick 7: Abomination of Gudul
Howl of the Horde
1.5 As usual, spell copiers in Limited don't tend to work out very well. This one does have an impressive ceiling thanks to Raid, but it still takes too much work to get going.
Efreet Weaponmaster
3 The fact this has high power and first strike makes it hard for anything to block this, and it can reall wreck combat when it turns face up between it's own stat-line and the boost it can offer to something else.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Trumpet Blast
1.0 // 2.5 Some Mardu decks can go really wide, and having one of these in that type of deck is a good idea.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 3 Pick 8: Sultai Soothsayer
Sultai Soothsayer
4 This adds a very relevant body to the board while generating a 2-for-1 that loads your graveyard. That's exactly what Sultai decks want to be doing in this format.
Dragon's Eye Savants
1.5 Seeing your opponent's hand just isn't much of an effect, and neither a three mana 2/2 nor a two mana 0/6 is something you're excited about.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 3 Pick 9: Glacial Stalker
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Barrage of Boulders
2.5 This is surprisingly solid card that you always want one of in Blue-Red and Red-Green decks, where you tend to have a ton of power on the board and casting this is very capable of ending the game. Both decks will usually get Ferocious going without trying very hard.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 3 Pick 10: Monastery Flock
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
Pack 3 Pick 11: Woolly Loxodon
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Pack 3 Pick 12: Glacial Stalker
Waterwhirl
1 This is expensive enough that it's hard or you to get a tempo advantage, and most of the time you go down a card for the effect.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Pack 3 Pick 13: Smoke Teller
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 3 Pick 14: Siegecraft
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.