Mardu Ascendancy
2 Getting a 1/1 when you attack is nice, though certainly not incredible, and it's activated ability is incredibly underwhelming.
Abzan Falconer
3.5 If you're in White, there's a good chance this will give one or two of your creatures Flying right away, and it becomes a pretty impressive flying threat on its own if it's left unchecked.
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Take Up Arms
2 This isn't the best rate for getting three 1/1 tokens, even at Instant speed. Buf if you need to go wide, it can do the job.
Disowned Ancestor
2.5 This having high toughness is pretty nice in a format with a toughness-matters archetype, and it's toughness can get high in a hurry.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Cancel
1.5 As usual, this is a borderline playable.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
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.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 2: Pine Walker
Ride Down
4 This is a beating if you're an aggro deck. Most of the time, removal spells that only kill blockers aren't great for aggro, since it means you're not doing damage. That's not the case here, though! Because it gives your creature trample, it's effectively like youre creature went unblocked and you kill their creature.
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.
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.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
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.
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.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Disowned Ancestor
2.5 This having high toughness is pretty nice in a format with a toughness-matters archetype, and it's toughness can get high in a hurry.
Pack 1 Pick 3: Windswept Heath
Windswept Heath
3 Fixing is extra important in this wedge-focused set, so these fetchlands are higher picks than they normally are.
Riverwheel Aerialists
2.5 This is a decent finisher for Prowess decks. The stat-line was better back in 2014, and it's very rarely only a 4/5 anyway.
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.
Hordeling Outburst
4 This is great in all the Red decks, whether you're interested in going wide or casting spells, it does it all, while also just being a great rate for adding three bodies to the board.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Cancel
1.5 As usual, this is a borderline playable.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Pack 1 Pick 4: Dead Drop
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.
Roar of Challenge
1.5 As usual, Lure effects are bad in Limited. This one is a little bit better than most, because when you can line it up with Ferocious, it CAN be devastating. But you have to rely on your opponent's board and yours being in the right state.
Dead Drop
2 Sometimes this can really devastate your opponent because they only have two creatures, most of the time…not so much. Even with Delve casting this whenever you want is pretty tricky.
Hooting Mandrills
3 Like most Delve cards you can't run too many of them, but the first few are pretty powerful in Sultai decks. Casting this for one or two is a common occurrence.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
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.
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.
Pack 1 Pick 5: 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.
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 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.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
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.
Hooting Mandrills
3 Like most Delve cards you can't run too many of them, but the first few are pretty powerful in Sultai decks. Casting this for one or two is a common occurrence.
Pack 1 Pick 6: Bitter Revelation
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.
Cranial Archive
1 This is mostly sideboard material for Sultai opponents. It does replace itself and trigger Prowess, though, so it isn't entirely terrible in your main deck.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
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.
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.
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.
Pack 1 Pick 7: Mardu Warshrieker
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.
Cancel
1.5 As usual, this is a borderline playable.
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.
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.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Pack 1 Pick 8: Snowhorn Rider
Witness of the Ages
1.5 This never feels efficient, but like most morph creatures in this format it isn't unplayable either.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
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.
Pack 1 Pick 9: Dismal Backwater
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Cancel
1.5 As usual, this is a borderline playable.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 10: Thornwood Falls
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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 11: Alpine Grizzly
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Pack 1 Pick 12: Roar of Challenge
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.
Roar of Challenge
1.5 As usual, Lure effects are bad in Limited. This one is a little bit better than most, because when you can line it up with Ferocious, it CAN be devastating. But you have to rely on your opponent's board and yours being in the right state.
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.
Hooting Mandrills
3 Like most Delve cards you can't run too many of them, but the first few are pretty powerful in Sultai decks. Casting this for one or two is a common occurrence.
Pack 1 Pick 14: Wetland Sambar
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.
Pack 2 Pick 1: Jeering Instigator
Jeering Instigator
3 Turning this face up and stealing something makes for a big turn, as it feels like you played a Haste creature with Threaten stapled to it, and that tends to be a powerful thing. You don't even need a sacrifice outlet to make this card work, because it actually adds to the board beyond the turn you get the effect.
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.
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.
Temur Charger
2.5 A two mana 3/1 is perfectly fine, and the trample upside doesn't hurt. Note it can target itself, that comes up sometimes.
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.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
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.
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.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Pack 2 Pick 2: Sagu Mauler
Sagu Mauler
4 This is good whichever way you play it. Sometimes it's best to wait until you can play it face up, since it won't have hexproof when it's face down, but either way you get an efficient, evasive, hard-to-kill creature.
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.
Brave the Sands
0 This basically does nothing in Limited and you never want to play a card like that. Vigilance + extra block just isn't enough of a buff to be worth a card.
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.
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.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
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.
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.
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.
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.
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.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Pack 2 Pick 3: Anafenza, the Foremost
Anafenza, the Foremost
4.5 She's a little challenging to cast on curve, but that's okay, because she's good whenever you cast her. She offers those above rate stats, buffs your other stuff, and hates on the graveyard. Hard to ever feel like she's not doing a lot when you cast her.
Incremental Growth
2 This offers quite the boost, but it's frustrating that you have to have three creatures to get full value. That's not hard, but there are times where you just can't do it, and that's rough. Not it doesn't say, 'up to' either.
Blinding Spray
1.5 This is better than it looks thanks to the fact that it replaces itself and this format prominently features Prowess, but it's still basically a glorified Fog effect.
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.
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.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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.
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 2 Pick 4: Jeskai Windscout
Blinding Spray
1.5 This is better than it looks thanks to the fact that it replaces itself and this format prominently features Prowess, but it's still basically a glorified Fog effect.
Disowned Ancestor
2.5 This having high toughness is pretty nice in a format with a toughness-matters archetype, and it's toughness can get high in a hurry.
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.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
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.
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.
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.
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.
Jeskai Windscout
3 This is one of Blue's best Commons. It has passable base stats and Prowess means it's going to be hard to block and hit hard.
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.
Pack 2 Pick 5: Burn Away
Burn Away
3.5 A 5-mana deal 6 instant is pretty nice. It can kill almost anything and can produce blowouts sometimes. The fact this just nukes the whole graveyard can really matter against decks in the Sultai colors too.
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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 2 Pick 6: Mardu Warshrieker
Armament Corps
3.5 This can put a counter on itself, so it's often a 5-mana 5/5 that sticks a counter somewhere else, and that's a very nice card. Sometimes you can put a counter on two things that can already attack too.
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.
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.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
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.
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.
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.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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 2 Pick 7: Tormenting Voice
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 2 Pick 8: Woolly Loxodon
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
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 9: Temur Charger
Temur Charger
2.5 A two mana 3/1 is perfectly fine, and the trample upside doesn't hurt. Note it can target itself, that comes up sometimes.
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.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
Pack 2 Pick 10: Scaldkin
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.
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.
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.
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.
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.
Pack 2 Pick 11: Blinding Spray
Blinding Spray
1.5 This is better than it looks thanks to the fact that it replaces itself and this format prominently features Prowess, but it's still basically a glorified Fog effect.
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.
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 2 Pick 12: Abzan Banner
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.
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.
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 13: Temur Banner
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.
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 2 Pick 14: 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.
Pack 3 Pick 1: Secret Plans
Rakshasa Deathdealer
3.5 This is fine on turn two, and stays relevant all game long thanks to its abilities. I will say that having the mana to use these abilities as many times as you want to doesn't line up quite as often as you might think.
Secret Plans
1.5 // 4.0 This Morph buildaround is actually better than the Rare one! Making your morphs 2/3s actually matters, since it means they will outlcass opposing morphs, and drawing cards every time you turn something face up is a huge deal.
Brave the Sands
0 This basically does nothing in Limited and you never want to play a card like that. Vigilance + extra block just isn't enough of a buff to be worth a card.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
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.
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.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
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.
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.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Dismal Backwater
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.
Pack 3 Pick 2: Set Adrift
Seeker of the Way
4 This is an absolute beating. It's very easy to buff Prowess creatures in this format, making it a nightmare to block the Seeker. Getting lifelink to go along with the stats boost is a huge deal too.
Set Adrift
3 It isn't very hard to make this a lot cheaper with Delve, and making your removal cheap always feels great.
Timely Hordemate
2 This has bad stats and it's Raid is surprisingly challenging to get going. Not only do you need to attack, as with all Raid creatures, but you also need a creature in the graveyard with the right stats. It doesn't line up often enough for this to be anything special.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
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.
Pack 3 Pick 3: Polluted Delta
Polluted Delta
3 Fixing is extra important in this wedge-focused set, so these fetch lands are higher picks than they normally are.
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.
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.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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 3 Pick 4: Dragon Grip
Wooded Foothills
3 Fixing is extra important in this wedge-focused set, so these fetch lands are higher picks than they normally are.
Dragon Grip
2.5 This can be quite the combat trick in a deck with lots of 4 power creatures, as it tends to take something down and then stick around and offer a very relevant buff. It also works nicely in Jeskai decks because of Prowess.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Cancel
1.5 As usual, this is a borderline playable.
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.
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.
Pack 3 Pick 5: Mindswipe
Mindswipe
3 Counterspell stapled to Fireball is pretty fun. It does scale all game long, while also having the ability to snipe an early spell. Like all counterspells, it's situational -- but the burn upside on the card does mean that even in situations where you can't quite counter something, you aren't entirely empty-handed.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
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.
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.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Hooting Mandrills
3 Like most Delve cards you can't run too many of them, but the first few are pretty powerful in Sultai decks. Casting this for one or two is a common occurrence.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
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.
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.
Pack 3 Pick 7: Thornwood Falls
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
Cancel
1.5 As usual, this is a borderline playable.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
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.
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.
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.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Pack 3 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.
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
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: Rugged Highlands
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
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.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
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.
Pack 3 Pick 10: Force Away
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
Pack 3 Pick 11: Waterwhirl
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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 3 Pick 12: Swiftwater Cliffs
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.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 3 Pick 13: Force Away
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
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.
Pack 3 Pick 14: Taigam's Scheming
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.