Sphinx of Foresight
4.5 This has great stats, and improves the quality of your draws. Getting it in your opening hand really makes it insane, since it can let you Scry before the game even begins, and that’s something that can give you a very really early game advantage.
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
Forbidding Spirit
3.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice.
Gates Ablaze
1.0 // 3.5 Gate control decks are definitely a thing in this format, and this is a card that can enable them, since it can often sweep the board in the early game, allowing you to get to the point where you can cast your Archway Angels and the like.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 2: Spirit of the Spires
Captive Audience
2.5 This is a very fun card – but not an amazing one. It costs a massive amount of mana, and your opponent will often be able to make the first two choices not really impact them in the immediate future. By the time they get to third choice, though, they are usually going to be in some trouble one way or another. Captive Audience is pretty nice if you’re already ahead or parity, but not that great if you’re behind, and it often feels like it doesn’t do anything for the first turn or two, and that hurts for 7 mana.
Spirit of the Spires
2.5 This has decent stats and okay upside, especially if your deck has a decent number of fliers.
Dovin's Acuity
3.5 This is a very real card in the format, and it generates some insane value that really makes Azorius control decks into monsters in the late game. Sure, casting your Instants like they are Sorceries isn’t always ideal, but the cards and life you get from this really pay you off for going for the significantly clunkier play. The format is slow enough that Dovin’s Acuity is a very real card that will win you the game in the long run.
Combine Guildmage
3.5 There are a whole lot of counters in this set, so both abilities on the Guildmage end up coming up a lot in the mid-to-late game, and its pretty powerful to threaten to move counters around, or add additional counters to your creatures.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 3: Azorius Guildgate
Pteramander
3.5 This starts out as a one mana 1/1 Flyer, which isn’t that exciting – but it does mean it’s a good attacker in the very early game, and then in the later game adapting it becomes increasingly easy, and at that point it basically becomes a dragon that can end the game quickly.
Silhana Wayfinder
2.0 This just give you some card selection. And, that’s nice – but it is something people tend to overrate. The difference between drawing a card and putting one on top of your library is massive. This is a fine card, but don’t overrate it.
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 4: Chillbringer
Angelic Exaltation
1.0 This costs a lot of mana for something that doesn’t add a body to the board, and while it does effect it as soon you attack alone with something, it requires further set up beyond that to really be relevant.
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 5: Sage's Row Savant
Sphinx of the Guildpact
2.0 You’re usually hoping for more than a 5/5 Flyer when you spend 7 mana, and luckily this does come with a fairly useful ability. It can blank a significant number of removal spells in the format. Of course, this format also has lots of multicolored removal spells, so it isn’t exactly unkillable either.
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 6: Tenth District Veteran
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 7: Syndicate Messenger
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 8: Azorius Guildgate
Eyes Everywhere
1.0 This isn’t really worth it. The Scry isn’t enough, and playing a silly mini-game with it to steal your opponent’s stuff is rough. If your opponent has no way at all to produce Blue mana it definitely gets a little more interesting, but this format has such good mana that I wouldn’t count on them not having it.
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 9: Simic Locket
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 10: Skitter Eel
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Pack 1 Pick 11: Gravel-Hide Goblin
Silhana Wayfinder
2.0 This just give you some card selection. And, that’s nice – but it is something people tend to overrate. The difference between drawing a card and putting one on top of your library is massive. This is a fine card, but don’t overrate it.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Pack 1 Pick 12: Watchful Giant
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 13: Justiciar's Portal
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Pack 1 Pick 14: Rafter Demon
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Pack 1 Pick 15: Gateway Plaza
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Pack 2 Pick 1: Syndicate Messenger
Stomping Ground
2.5 This offer some very nice fixing, and if you’re in the market for that they are definitely nice. They are worth taking any time you are splashing a color or they are in both of your colors.
Light Up the Stage
3.5 This jus tends up feeling like a one mana Divination a huge chunk of the time, and even casting it for three isn’t a disaster. The card advantage it grants you is just great.
Basilica Bell-Haunt
3.5 This whole cycle is pretty powerful, and that’s certainly the case here! This gives you a solid body, usually nets you a 2-for-1, and even gives you some life! The one downside is the mana cost, which even in an Orzhov deck won’t always be easy to produce. Still, you’ll usually be able to hit a card when it ETBs.
Gate Colossus
4.0 This thing is an absolute monster in this format. Obviously you need some gates, but you can get those easily enough, and when you do, it end sup being a heavily discounted 8/8 that can’t be chump blocked by little guys. And then, if your opponent does deal with it, you will ultimately get it back later in the game and star the whole thing over. This is worth taking very highly, and it really feels like an absolute bomb in the right deck.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 2: Arrester's Admonition
Glass of the Guildpact
0.0 // 2.5 This format has enough multicolored creatures that sometimes you’ll end up in a deck where it is worth running, but it won’t happen super often.
Gruul Beastmaster
2.5 This can add a bunch of damage to the board out of nowhere if you choose Haste. And, that’s what you’ll be choosing when your opponent’s shields are down. If your opponent is able to block more effectively, you can just go with the counter, and wait until your next turn to attack. Both occurrences are solid.
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 3: Sage's Row Savant
Flames of the Raze-Boar
3.0 6 mana to do 4 to a creature isn’t great, but if you have a 4+ power creature, this can turn into a pretty impressive sweeper, taking down multiple things! Its expensive, and the set up is real – but its upside is massive.
Eyes Everywhere
1.0 This isn’t really worth it. The Scry isn’t enough, and playing a silly mini-game with it to steal your opponent’s stuff is rough. If your opponent has no way at all to produce Blue mana it definitely gets a little more interesting, but this format has such good mana that I wouldn’t count on them not having it.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 4: Essence Capture
Plaza of Harmony
0.0 // 2.5 If your deck has enough gates in it, this is a pretty reasonable land, as the 3 life is really helpful. But you probably need 7+ gates before you should consider playing it.
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Essence Capture
2.0 Because this is two mana, it’s a pretty reasonable counterspell, even if it does only hit creatures. Limited decks have tons of creatures, so it works out, and adding the counter even has a bit of synergy within the Simic deck.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Pack 2 Pick 5: Scuttlegator
Incubation
2.0 This isn’t as impressive as the rest of this cycle. Both sides can be nice in certain situations, but even when you have both options, neither ends up feeling too great a big chunk of the time. Paying one to get a bit of card selection isn’t great, and neither is paying 3 to kill something and give its controller a 3/3. This is certainly playable, but not remotely impressive.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 6: Spirit of the Spires
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Spirit of the Spires
2.5 This has decent stats and okay upside, especially if your deck has a decent number of fliers.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Pack 2 Pick 7: Persistent Petitioners
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Pack 2 Pick 8: Justiciar's Portal
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
Rumbling Ruin
3.5 If you’re in Gruul, this 6-mana 6/6 can often come down and turn off a number of blockers, which will often allow your creatures who already in play to get in for some significant damage. It won’t always get to do its thing, but this has a floor of a vanilla 6-mana 6/6 and a very impressive ceiling.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 9: Concordia Pegasus
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Pack 2 Pick 10: Justiciar's Portal
Gruul Beastmaster
2.5 This can add a bunch of damage to the board out of nowhere if you choose Haste. And, that’s what you’ll be choosing when your opponent’s shields are down. If your opponent is able to block more effectively, you can just go with the counter, and wait until your next turn to attack. Both occurrences are solid.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Pack 2 Pick 11: Gruul Guildgate
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 12: Plaza of Harmony
Plaza of Harmony
0.0 // 2.5 If your deck has enough gates in it, this is a pretty reasonable land, as the 3 life is really helpful. But you probably need 7+ gates before you should consider playing it.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Pack 2 Pick 13: Expose to Daylight
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Pack 2 Pick 14: Deface
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Pack 2 Pick 15: Feral Maaka
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 3 Pick 1: Chillbringer
Plaza of Harmony
0.0 // 2.5 If your deck has enough gates in it, this is a pretty reasonable land, as the 3 life is really helpful. But you probably need 7+ gates before you should consider playing it.
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
Sharktocrab
4.5 This is an Uncommon, but its also a bomb. You have a very efficient creature to start with, and then it comes with an incredible +1/+1 counter payoff – and it’s a payoff that it can generate all on its own thanks to Adapt. Freezing creatures down is a huge deal, especially when you have a big Fish Octopus Crab that can now get in there thanks to tapping something down. It gets really insane if you find a way to put counters on it even after you adapt!
Cry of the Carnarium
0.5 // 3.0 In this format, you can end up in some pretty defensive and controlling decks, and in them, you don’t have very many creatures who die to this. If you’re one of those decks, this thing is a power house, as it can completely derail aggro decks in the early game, virtually guaranteeing you win. But there are lots of decks in this format that shouldn’t be interested in this in the main deck.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 2: Ministrant of Obligation
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Ministrant of Obligation
4.0 This is just an amazing rate. A 3-mana 2/1 can trade decently enough, and if you can do that and leave two 1/1 flyers behind, you’re going to feel pretty great.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 3: Lawmage's Binding
Tome of the Guildpact
3.5 This can be really powerful. Obviously you need a decent number of multicolored cards, but that’s very doable in the format. This will net you a ton of cards in most decks. The main downside is the fact that you have to play this clunky 5-mana artifact and hope that you get to untap and start getting those cards.
Skatewing Spy
3.0 4-mana for a 3/2 definitely isn’t great, but if your board already has some counters lying around, it will immediately give flying to some of your creatures, and obviously it can eventually adapt and become a Flyer itself. However, if your whole plan is adapting this, it isn’t great. You really need some other +1/+1 counters around for it to feel worth the investment – luckily, that’s not too hard to do if you’re in the Simic deck.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 4: Chillbringer
Vindictive Vampire
3.0 This trigger is always strong, as it just really alters combat math for your opponent. It gets even better in a deck with good ways to sacrifice creatures, and the Rakdos deck in this format has enough ways to do that this is pretty sweet.
Biogenic Upgrade
2.5 This can really help you close out a game, and is even pretty nice at just upgrading your board. And that’s a big deal, because if it was only good at winning you the game the turn you cast it, it would be far too narrow. Having a single copy of this at the top of your curve in both Gruul and Simic decks is pretty solid, though you don’t want to have more than that.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 5: Azorius Skyguard
Amplifire
2.0 This thing has a big text box, but mostly this ends up being a pretty mediocre vanilla creature. Sometimes it will get pretty big, but a lack of any sort of evasion doesn’t make that a huge deal in a format with plenty of creature tokens. And the flip side is that sometimes it is really small – and there is always a window where it a very vulnerable 1/1.
Tin Street Dodger
2.5 This is a decent creature for a few reasons. First, if you’re in Rakdos, it is a good spectacle enabler. Second, if you’re in Gruul, it’s a nice play to put +1/+1 counters because it is usually unblockable. It is a nice enabler/payoff for each of those decks.
Azorius Skyguard
3.0 This has mediocre stats for the cost, even with First Strike in the mix, but its ability does have an immediate impact on the board, sometimes even making your attacks better, and usually making it harder for your opponent to attack you on their turn. There is one pretty big downside here, though – the Skyguard dies to a whole lot of very cheap removal in the format. Its not uncommon to pay 6 for this and have it blanked by something that costs 3 or less.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Summary Judgment
2.5 Its conditional, but its also pretty efficient. Its more efficient if you use it during your main phase, but if you can kill a creature before it hits you with the 3 damage, that’s obviously a little bit better.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 6: Sphinx of New Prahv
Sphinx of New Prahv
3.5 This has nice stats that can win the game on its own, and it is a little harder to kill than it looks at first glance thanks to its ability.
Windstorm Drake
2.5 A 5-mana 3/3 Flyer isn’t great, but this does buff your other flyers, and that does enough to make this a pretty reasonable playable in most Blue decks.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 7: Knight of Sorrows
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Clear the Stage
3.0 5-mana for -3/-3 isn’t very good, but if you have a few creatures with 4 or more power in your deck, it becomes pretty impressive, as killing something and getting the best creature back from the graveyard is a big deal.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 8: Civic Stalwart
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 9: Sage's Row Savant
Cry of the Carnarium
0.5 // 3.0 In this format, you can end up in some pretty defensive and controlling decks, and in them, you don’t have very many creatures who die to this. If you’re one of those decks, this thing is a power house, as it can completely derail aggro decks in the early game, virtually guaranteeing you win. But there are lots of decks in this format that shouldn’t be interested in this in the main deck.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Pack 3 Pick 10: Swirling Torrent
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Pack 3 Pick 11: Senate Courier
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 12: Haazda Officer
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Pack 3 Pick 13: Slimebind
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Pack 3 Pick 14: Justiciar's Portal
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Pack 3 Pick 15: Simic Locket
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.