Crater's Claws
5 Fireball is nuts in Limited. It's great removal and a great finisher, and this has huge Ferocious upside.
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.
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.
Master the Way
1.5 This has a really high ceiling, where you get an easy 2-for-1. But the floor is awful. If you're in a grindy Jeskai deck, it can be worth playing. Not so much otherwise.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Dismal Backwater
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.
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.
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.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
Pack 1 Pick 2: Arc Lightning
Arc Lightning
4 At worst, this is three mana to kill something with three toughness which is plenty good. At it's best, it can pick off three creatures. And that's without talking about the fact that it can hit your opponent too!
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
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.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
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.
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.
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.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Pack 1 Pick 3: Ruthless Ripper
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
Ruthless Ripper
3.5 If you always cast this face up it's already a solid card that always makes the cut, but the fact you can play it face down and turn your death toucher face up for no mana at all makes it evne easier for you to set up advantageous trades. And you even get to lower your opponent's life!
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
Shatter
0.5 Not enough artifacts to main deck this.
Debilitating Injury
3 This kills a wide swath of creatures in the format, including face-down morphs.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
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.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Pack 1 Pick 4: Scoured Barrens
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.
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.
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.
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.
Debilitating Injury
3 This kills a wide swath of creatures in the format, including face-down morphs.
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.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Pack 1 Pick 5: Scoured Barrens
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.
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.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
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.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
Scoured Barrens
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.
Pack 1 Pick 6: Highspire Mantis
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.
Highspire Mantis
2 A Flying, Trampling, Hill Giant isn't the best thing ever, but it's serviceable enough.
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.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Pack 1 Pick 7: Dead Drop
Despise
1.5 This is decent disruption, but it has the usual downside this type of card has: it doesn't do much when you draw it late.
Briber's Purse
1.5 This does trigger prowess, making it a little better than it looks at first. Shutting down a blocker or attacker for a turn has it's uses, but sometimes it isn't really worth a card.
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.
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
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.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 1 Pick 8: Scoured Barrens
Kin-Tree Invocation
4 There are enough cheap high toughness creatures in the format that the Invocation ends up making a super efficient token with regularity. Getting a turn two 4/4 isn't unheard of, and it scales as the game goes on in most cases.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Pack 1 Pick 9: Dismal Backwater
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.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
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.
Pack 1 Pick 10: Embodiment of Spring
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.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
Shatter
0.5 Not enough artifacts to main deck this.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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 1 Pick 12: Mardu Skullhunter
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.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Pack 1 Pick 13: Jeskai Banner
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.
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: Mardu Blazebringer
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.
Pack 2 Pick 1: Master of Pearls
Master of Pearls
3.5 There will be times where turning the Master face-up breaks the game wide open, but if you don't already have a significant board-state the ability can be underwhelming. It has a really high ceiling and a pretty mediocre floor.
Mardu Roughrider
2.5 The stats are fine, and Mardu decks are very interested in getting the best blocker out of the way.
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.
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.
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.
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.
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.
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.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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 2 Pick 2: Hordeling Outburst
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.
Master the Way
1.5 This has a really high ceiling, where you get an easy 2-for-1. But the floor is awful. If you're in a grindy Jeskai deck, it can be worth playing. Not so much otherwise.
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.
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.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
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.
Pack 2 Pick 3: Tranquil Cove
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.
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.
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.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
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.
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.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
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.
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.
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.
Pack 2 Pick 4: Swiftwater Cliffs
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.
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.
Monastery Swiftspear
3.5 While not quite as insane here as it is in 60-card formats, it is still a frightening turn one play in this format, and thanks to Prowess and lots of support for it in the set, it is a one drop that remains relevant all game long.
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.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Hordechief
3 White decks are set up pretty well for this to be a three mana 2/3 that gives you a 1/1 pretty often, and that's a great deal.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
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.
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.
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.
Pack 2 Pick 5: Highland Game
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.
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.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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.
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.
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 2 Pick 6: Jeskai Elder
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.
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.
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.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Pack 2 Pick 7: Warden of the Eye
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.
Warden of the Eye
2.5 The stats are rough, but it does generate a 2-for-1 most of the time.
Despise
1.5 This is decent disruption, but it has the usual downside this type of card has: it doesn't do much when you draw it late.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
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.
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 8: Jeskai Windscout
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.
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.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Pack 2 Pick 9: Sultai Banner
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.
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.
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.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
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 2 Pick 10: Jeskai Windscout
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.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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 2 Pick 11: Dragon Grip
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.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
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.
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 2 Pick 12: Stubborn Denial
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.
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.
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 13: Embodiment of Spring
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.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Pack 3 Pick 1: Zurgo Helmsmasher
Zurgo Helmsmasher
3.5 He's an absolute menace on your turn, and pretty bad during your opponent's turn -- he dies to plenty of one mana removal.
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.
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.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
Rugged Highlands
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.
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.
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.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
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.
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.
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 2: Bear's Companion
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.
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.
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.
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.
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.
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.
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.
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.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 3 Pick 3: Mer-Ek Nightblade
Mer-Ek Nightblade
3.5 This often comes down and gives other creatures you control death touch right away, and even when it doesn't it can buff itself very efficiently.
Warden of the Eye
2.5 The stats are rough, but it does generate a 2-for-1 most of the time.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
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.
Mardu Hordechief
3 White decks are set up pretty well for this to be a three mana 2/3 that gives you a 1/1 pretty often, and that's a great deal.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Pack 3 Pick 4: Winterflame
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
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.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
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.
Scoured Barrens
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Shatter
0.5 Not enough artifacts to main deck this.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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 3 Pick 5: Riverwheel Aerialists
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.
Highspire Mantis
2 A Flying, Trampling, Hill Giant isn't the best thing ever, but it's serviceable enough.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
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.
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.
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.
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.
Mardu Hateblade
2.5 You need to be playing Black for this to do it's thing, but if you can we're talking about a cheap creature that can trade with anything.
Pack 3 Pick 6: Scion of Glaciers
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
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.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
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 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.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
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 3 Pick 7: Disdainful Stroke
Dazzling Ramparts
1.5 This isn't a terrible defensive card, but it isn't something you're really hoping to get either. It can block, but it can't kill things, and while the tap effect is nice it is also kind of awkward on a creature you want to block with.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
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.
Cancel
1.5 As usual, this is a borderline playable.
Pack 3 Pick 8: Scoured Barrens
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.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
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.
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.
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.
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.
Pack 3 Pick 9: Dragon Grip
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
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.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
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 10: Dead Drop
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.
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.
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.
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.
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 11: Jeskai Student
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Pack 3 Pick 12: Mardu Blazebringer
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Shatter
0.5 Not enough artifacts to main deck this.
Pack 3 Pick 13: Singing Bell Strike
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.
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 3 Pick 14: Erase
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.