High Sentinels of Arashin
4.5 This has great starting stats and will often be much larger, especially because it can hand out +1/+1 counters in the late game.
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
Witness of the Ages
1.5 This never feels efficient, but like most morph creatures in this format it isn't unplayable either.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
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.
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.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
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.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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 2: Kill Shot
Temur Charm
4 The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
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.
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.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Wind-Scarred Crag
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.
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.
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.
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.
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Pack 1 Pick 3: Chief of the Edge
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.
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.
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.
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.
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.
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.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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 4: Ainok Bond-Kin
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.
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.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Bloodfell Caves
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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 1 Pick 5: Sultai Scavenger
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
Wind-Scarred Crag
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.
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.
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 1 Pick 6: Bloodfell Caves
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.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
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.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
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.
Bloodfell Caves
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.
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 1 Pick 7: Swift Kick
Windstorm
0.5 This should be in your sideboard, and it isn't like there are that many opponents going wide with flyers, so you won't bring it in often either.
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.
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.
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.
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.
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 1 Pick 8: Smite the Monstrous
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.
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.
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.
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.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Pack 1 Pick 9: Mer-Ek Nightblade
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Pack 1 Pick 10: Wind-Scarred Crag
Temur Charm
4 The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Wind-Scarred Crag
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Pack 1 Pick 11: Swift Kick
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.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
Pack 1 Pick 12: Efreet Weaponmaster
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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 13: Quiet Contemplation
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
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 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: Ghostfire Blade
Ghostfire Blade
4 If this always equipped for three, it would be kind of alright -- but you can often equip it for one in this format thanks to the plethora of Morph creatures -- and that makes it a really good Equipment.
Mardu Roughrider
2.5 The stats are fine, and Mardu decks are very interested in getting the best blocker out of the way.
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.
Opulent Palace
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.
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.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Cancel
1.5 As usual, this is a borderline playable.
Debilitating Injury
3 This kills a wide swath of creatures in the format, including face-down morphs.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
Pack 2 Pick 2: Mardu Skullhunter
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.
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.
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Blossoming Sands
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.
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.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
Pack 2 Pick 3: Smite the Monstrous
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.
Set Adrift
3 It isn't very hard to make this a lot cheaper with Delve, and making your removal cheap always feels great.
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.
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.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Pack 2 Pick 4: Herald of Anafenza
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!
Sultai Charm
4 The removal mode is the one that's useful the most option, but having a way to deal with problem enchantments or dig deeper into your deck in a pinch is nice too.
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.
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.
Shatter
0.5 Not enough artifacts to main deck 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.
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.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Pack 2 Pick 5: Mardu Warshrieker
Death Frenzy
1.5 Black/Green is about high toughness, so the idea here is that your opponent will get hurt by this more than you do -- and this format DOES have lots of X/2s because of Morph. But…still, this is highly situational even in Black/Green 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.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Pack 2 Pick 6: Kill Shot
Gurmag Swiftwing
2 This is a nice place to put counters or other buffs if you have them. It quickly becomes outclassed if you don't, though.
Bellowing Saddlebrute
2.5 This is an impressive stat-line in this set, and the warrior creature line carries some weight too. Triggering Raid is very doable.
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.
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.
Dismal Backwater
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.
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.
Pack 2 Pick 7: Timely Hordemate
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
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.
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.
Swiftwater Cliffs
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Pack 2 Pick 8: Suspension Field
Suspension Field
3.5 This is a very efficient way to deal with many creatures in the format, though it is a bit of a bummer it can't deal with face-down Morphs.
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.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 2 Pick 9: Mardu Banner
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.
Cancel
1.5 As usual, this is a borderline playable.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
Pack 2 Pick 10: 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.
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.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
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 2 Pick 11: Sultai Scavenger
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.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
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.
Shatter
0.5 Not enough artifacts to main deck this.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Pack 2 Pick 13: Sage-Eye Harrier
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
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 3 Pick 1: Necropolis Fiend
Necropolis Fiend
3.5 This card has some awkward tension. To cast it you have to exile stuff, but then it wants to exile even MORE stuff for it's activated ability. It's still a big flyer you can play efficiently, and one with upside, but it's sometimes hard to really get it going.
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.
Chief of the Scale
3 A little worse than Chief of the Edge, but it still offers a real boost and an above-rate body.
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.
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.
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.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Pack 3 Pick 2: Murderous Cut
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.
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.
Murderous Cut
4 This often feels like it only costs a single Black mana, and it would be premium removal if it always cost 4.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
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.
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.
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.
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.
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.
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 3 Pick 3: Ainok Bond-Kin
Mistfire Weaver
3 Granting Hexproof at instant speed can really mess things up for your opponent, and this Flyer hits pretty hard even when you cast it normally.
Gurmag Swiftwing
2 This is a nice place to put counters or other buffs if you have them. It quickly becomes outclassed if you don't, 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.
Rugged Highlands
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.
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.
Pack 3 Pick 4: Salt Road Patrol
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.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
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.
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.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Pack 3 Pick 5: Ainok Bond-Kin
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.
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.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Pack 3 Pick 6: Mardu Warshrieker
Death Frenzy
1.5 Black/Green is about high toughness, so the idea here is that your opponent will get hurt by this more than you do -- and this format DOES have lots of X/2s because of Morph. But…still, this is highly situational even in Black/Green decks.
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.
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.
Swiftwater Cliffs
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.
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.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Pack 3 Pick 7: Mardu Skullhunter
Goblinslide
1.0 // 3.5 This is a very powerful build around. Jeskai decks already want to run lots of spells, and tacking a Goblin on to those is huge. You can't really play it without a critical mass of spells, though.
Bellowing Saddlebrute
2.5 This is an impressive stat-line in this set, and the warrior creature line carries some weight too. Triggering Raid is very doable.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
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.
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.
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.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Pack 3 Pick 8: Sultai Banner
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Pack 3 Pick 9: Defiant Strike
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.
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.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Pack 3 Pick 10: Krumar Bond-Kin
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.
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.
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.
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.
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 3 Pick 11: Abomination of Gudul
Gurmag Swiftwing
2 This is a nice place to put counters or other buffs if you have them. It quickly becomes outclassed if you don't, 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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
Pack 3 Pick 12: 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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Pack 3 Pick 13: Lens of Clarity
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.
Pack 3 Pick 14: Lens of Clarity
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.