Siege Rhino
5 This offers nice evasive stats and a great ETB ability that can have a drastic impact on a race.
Mardu Roughrider
2.5 The stats are fine, and Mardu decks are very interested in getting the best blocker out of the way.
Tomb of the Spirit Dragon
0 Gaining a bit of life off of your morph creatures isn't worth diluting your mana base, especially in a format where you really want to have good mana for three-color decks.
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.
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.
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.
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.
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 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.
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.
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.
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.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
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 2: Savage Punch
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.
Highspire Mantis
2 A Flying, Trampling, Hill Giant isn't the best thing ever, but it's serviceable enough.
Mardu Roughrider
2.5 The stats are fine, and Mardu decks are very interested in getting the best blocker out of the way.
Hooting Mandrills
3 Like most Delve cards you can't run too many of them, but the first few are pretty powerful in Sultai decks. Casting this for one or two is a common occurrence.
Canyon Lurkers
1.5 This can get a big hit in out of nowhere, but the low toughness means that morphing this isn't going to feel like a great deal most of the time, because it always has two toughness.
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.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Wind-Scarred Crag
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
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.
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.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 3: Sultai Flayer
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!
Sultai Flayer
3.5 At worst, this is a 4-mana 3/4 that gains you 4 life when it dies. That's a pretty nice creature that will always generate some real value, and this pays you off in a big way for having other 4 toughness creatures around.
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.
Cancel
1.5 As usual, this is a borderline playable.
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.
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.
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.
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.
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.
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Pack 1 Pick 4: Unyielding Krumar
Horde Ambusher
2.5 This has a passable base line, and shutting down a blocker for a turn often allows for a huge turn for Red decks.
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
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.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Mystic of the Hidden Way
2.5 The low toughness here is pretty brutal because of the amount of mana you spend, but it's also a very real win condition when left unchecked.
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.
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.
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.
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.
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 1 Pick 5: 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.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Blossoming Sands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
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.
Jungle Hollow
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.
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.
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 6: Watcher of the Roost
Watcher of the Roost
3 This has passable stats and often amounts to being a three mana 2/1 flyer that gains you 2 life, and that's a nice card.
Tranquil Cove
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
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.
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.
Jungle Hollow
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: Feat of Resistance
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.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Rugged Highlands
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.
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.
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 Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Pack 1 Pick 8: Alpine Grizzly
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.
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.
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.
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.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 9: Tomb of the Spirit Dragon
Tomb of the Spirit Dragon
0 Gaining a bit of life off of your morph creatures isn't worth diluting your mana base, especially in a format where you really want to have good mana for three-color decks.
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 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.
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.
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.
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 10: Abzan Banner
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.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Wind-Scarred Crag
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 11: Dutiful Return
Cancel
1.5 As usual, this is a borderline playable.
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.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Pack 1 Pick 12: Kin-Tree Warden
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.
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.
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 1 Pick 13: Tusked Colossodon
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.
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 1 Pick 14: Tusked Colossodon
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 2 Pick 1: Savage Punch
Dragon-Style Twins
4 The base stats can sometimes be really punishing. Your opponent can spend two mana to take this down and that's a huge tempo hit. However, the upside is worth it. A 5-mana 3/3 double striker is a reasonable deal to begin with, and with Prowess around your opponent is always going to wince when you attack with this thing. They have no idea what will happen.
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.
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.
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
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.
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.
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.
Swiftwater Cliffs
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.
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.
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.
Pack 2 Pick 2: Death Frenzy
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.
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.
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.
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.
Rugged Highlands
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.
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.
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.
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.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower 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.
Act of Treason
1.0 // 2.5 As usual, not really worth it unless you've got some sacrifice outlets to get rid of the creature you steal.
Pack 2 Pick 3: Incremental Growth
Hardened Scales
0 This is too difficult to build around. Sure, if you could get it on turn one every game and make sure your deck is filled with counters (like the Modern deck built around this Enchantment) it would be great, but things don't line up that conveniently.
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.
Scion of Glaciers
2 The ability to raise it's power makes it both a formidable attacker and blocker.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
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.
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.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
War Behemoth
1.5 This is really inefficient no matter how you play it.
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.
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.
Pack 2 Pick 4: Pine Walker
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
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.
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.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
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.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Pack 2 Pick 5: Suspension Field
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.
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.
Thornwood Falls
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.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is 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.
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.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
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.
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 6: Mardu Skullhunter
Tomb of the Spirit Dragon
0 Gaining a bit of life off of your morph creatures isn't worth diluting your mana base, especially in a format where you really want to have good mana for three-color decks.
Warden of the Eye
2.5 The stats are rough, but it does generate a 2-for-1 most of the time.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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.
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.
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.
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.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Abzan 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.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 2 Pick 8: Alpine Grizzly
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Cancel
1.5 As usual, this is a borderline playable.
Rush of Battle
1 There are definitely Warriors in this set, and giving them all a reasonable buff and lifelink can sometimes help you win a race, but this demands you be good at going wide and running enough Warriors to really be worthwhile, and those things are far from guaranteed.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Pack 2 Pick 9: Dragon's Eye Savants
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.
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.
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.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
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.
Pack 2 Pick 10: Dazzling Ramparts
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.
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.
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.
Shatter
0.5 Not enough artifacts to main deck this.
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 11: Salt Road Patrol
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
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.
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.
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 2 Pick 12: Abzan Banner
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 2 Pick 13: Firehoof Cavalry
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.
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 14: Summit Prowler
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 1: Rakshasa Deathdealer
Rakshasa Deathdealer
3.5 This is fine on turn two, and stays relevant all game long thanks to its abilities. I will say that having the mana to use these abilities as many times as you want to doesn't line up quite as often as you might think.
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.
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.
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.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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.
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.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Rugged Highlands
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 3 Pick 2: Woolly Loxodon
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.
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.
Frontier Bivouac
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.
Swiftwater Cliffs
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.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
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.
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.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
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.
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.
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.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Pack 3 Pick 3: Mer-Ek Nightblade
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.
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.
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.
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
Rugged Highlands
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.
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.
Debilitating Injury
3 This kills a wide swath of creatures in the format, including face-down morphs.
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.
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 3 Pick 4: Jungle Hollow
Highspire Mantis
2 A Flying, Trampling, Hill Giant isn't the best thing ever, but it's serviceable enough.
Jeskai Charm
4 This is either a quality removal spell, a mediocre burn spell, or a situationally powerful mass pump effect. Sign me up.
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.
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.
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.
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.
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.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Jungle Hollow
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Bring Low
2 This is pretty rough when the creature doesn't have a counter. When it does it becomes premium removal, but you have to account for the times where it is a 4-mana deal 3, because those feel rough and that's what it does the most often.
Pack 3 Pick 5: Disowned Ancestor
Witness of the Ages
1.5 This never feels efficient, but like most morph creatures in this format it isn't unplayable either.
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.
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.
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.
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.
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.
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.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Pack 3 Pick 6: Longshot Squad
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.
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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.
Cancel
1.5 As usual, this is a borderline playable.
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.
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.
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: Rite of the Serpent
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.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
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.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
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 3 Pick 8: Shambling Attendants
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.
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.
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.
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.
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.
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.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Pack 3 Pick 9: Crippling Chill
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
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.
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.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Pack 3 Pick 10: Rite of the Serpent
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.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
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.
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.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 3 Pick 11: Rotting Mastodon
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.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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 3 Pick 12: Dutiful Return
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
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.
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.
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.
Pack 3 Pick 14: Tusked Colossodon
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.