Wylie Duke, Atiin Hero
3.5 If this saddles or crews, you get some nice value, and the card's baseline is plenty good.
Plan the Heist
2.5 Not affecting the board can be a liability, but a 4-mana draw 3 is pretty efficient -- and this has some additional upside.
Betrayal at the Vault
2.5 This has huge blowout potential, but it's too expensive to be something you really prioritize.
Gold Rush
2 This is a decent trick that gives you back one mana, and it can even help you splash. There aren't so many treasures in Green that this will often give more than +2/+2.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Stop Cold
2 Blue's usual passable removal spell that you kind of hope you don't have to use, but it's fine if you do.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Omenport Vigilante
2.5 Your opponent has to respect this thing, as it might gain double strike at instant speed. That's good upside to have on a bear.
Voidslime
1.5 This is basically just cancel in limited. Countering activated or triggered abilities is rarely worth a card.
Pack 1 Pick 2: Scalestorm Summoner
Take for a Ride
2//3.5 Being able to cast this at instant speed will feel insane sometimes, because if the stats line up right, you can make two of your opponents creatures destroy one another. That gives this a higher floor than most versions of this kind of effect, while it still has big sacrifice upside.
Scalestorm Summoner
4 If you can get even one Dinosaur out of this you're coming out way ahead, and this has the potential to be repeatable.
Vial Smasher, Gleeful Grenadier
3 If you play this on two and he sticks around, he's going to chip in tons and tons of damage. The trigger commits a crime, too!
Thunder Lasso
2 The turn you play this will feel pretty great, as it can really upgrade your attacks. The problem is how clunky it is when you have to Equip it thereafter.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Discerning Peddler
2 Red doesn't have much of a discard theme in this set. So, this is mostly just a card with a mediocre statline and a mediocre ETB.
Jailbreak Scheme
2 Just the bounce option is a decent card, so the fact you have a whole other option for later in the game is pretty nice.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Bristlepack Sentry
3 This is going to overperform because it counts itself. This means buffing it with a mercenary allows it to attack, as do buffs from counters and equipment.
Back for More
2.5 The ceiling here is incredibly high. You reanimate something at instant speed, use it to ambush block, and then have it fight something else. If the creature is big enough, it can survive all of that! But setting that up and getting the stats to line up correctly is pretty tough.
Pack 1 Pick 3: Aloe Alchemist
Failed Fording
2 This style of card is virtually always a 2, even with a little bit of upside. It's nice that you can interact, but the price you pay is often card disadvantage.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Treasure Dredger
2 This give Black access to some repeatable fixing, which we don't see every day. Still, the stat-line and ability are both pretty medium.
Aloe Alchemist
4 Two mana for +3/+2 and Trample and a two mana 3/2 with Trample is nuts, even if you wait a turn for the last part.
Honest Rutstein
4 I'd play a card that just had one of these abilities, having both makes this is an incredibly powerful signpost uncommon.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Abraded Bluffs
3 They provide awesome fixing, give you extra value in the form of a ping, commit crimes, and there's even deserts-matter cards in the set. These might just be better than the rare cycle in the format.
Tinybones Joins Up
1 The discard effect isn't very good, and the legendary creature upside can be hard to access. Even when you do, it's pretty weak.
Jem Lightfoote, Sky Explorer
4 This is a pretty amazing payoff for doing things at instant speed or plotting, and the stat-line isn't bad either.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Sterling Keykeeper
2 These "Master Decoy"-type creatures have been a lot worse as of late, and I don't really see that changing here. This does have passable stats and an ability that is good sometimes, though.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Buried in the Garden
4 Ramping and fixing your mana while removing a nonland permanent is incredible.
Pack 1 Pick 5: Thunder Salvo
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
Stubborn Burrowfiend
2.5 This'll definitely get big sometimes, but I don't love how conditional the buff is. It's going to be at it's best in a B/G deck, but I'm also not sure how much they want to be saddling.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Thunder Salvo
3 The baseline here is a playable card, and doing three with this seems pretty easy in Red between having a low curve and the Plot mechanic.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Dance of the Tumbleweeds
2.5 Ramp spells that don't impact the board can hurt, but this provides really nice fixing early and can be a legit win conditoin late.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Stubborn Burrowfiend
2.5 This'll definitely get big sometimes, but I don't love how conditional the buff is. It's going to be at it's best in a B/G deck, but I'm also not sure how much they want to be saddling.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Eriette's Lullaby
2.5 This is efficient, but having to take a hit before you can use it isn't ideal. The life gain makes up for that a little.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Spring Splasher
2 Pretty nice on turn two, as there isn't much that can block it in the early game. It isn't terrible in the mid to late game either, as it can really improve an attack for you.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 1 Pick 7: Creosote Heath
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Bucolic Ranch
0.0 // 2.5 If you have like 10 Mounts, this is worth it. Even just having 5 or so probably isn't enough to make it worth playing.
Fake Your Own Death
2.5 This type of trick is always solid. It's good in combat, good against removal, and has the upside of working well with ETB.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Sterling Supplier
3 It's a 5-drop so you don't want a bunch of them, but 5-mana for 4/5 worth of stats, 3/4 of which has Flying, is a really good deal. You probably don't want more than one of these, though.
Pack 1 Pick 8: Stagecoach Security
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Rakish Crew
2 This drain life trigger can feel pretty good, but setting combat up just right to take advantage of them is surprisingly difficult.
Badlands Revival
3 This gives you a 2-for-1, and it even adds to the board. It does need a well-stocked graveyard for you to really get good value, though.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
Fling
1 It's very hard to make Fling work in Limited. Maybe in a format with a bunch of mercenaries it will fair better?
Pack 1 Pick 9: Gold Pan
Betrayal at the Vault
2.5 This has huge blowout potential, but it's too expensive to be something you really prioritize.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Omenport Vigilante
2.5 Your opponent has to respect this thing, as it might gain double strike at instant speed. That's good upside to have on a bear.
Pack 1 Pick 10: Mirage Mesa
Take for a Ride
2//3.5 Being able to cast this at instant speed will feel insane sometimes, because if the stats line up right, you can make two of your opponents creatures destroy one another. That gives this a higher floor than most versions of this kind of effect, while it still has big sacrifice upside.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Jailbreak Scheme
2 Just the bounce option is a decent card, so the fact you have a whole other option for later in the game is pretty nice.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Pack 1 Pick 12: Reach for the Sky
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Pack 1 Pick 13: Blacksnag Buzzard
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Pack 2 Pick 1: Jolene, Plundering Pugilist
Vraska, the Silencer
3.5 While the treasure you get won't be a creature anymore, you do get the abilities of that card.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Jolene, Plundering Pugilist
3 Getting treasure to power out more big stuff is pretty nice, and being able to throw treasure away for pings is great, especially once they outlive their usefuleness in the late game.
Boom Box
1 Don't let this tempt you too much. It's too expensive and too slow, and the destroy creature part is generally all that will actually matter.
Brimstone Roundup
1.5 This doesn't add to the board on its own, so it's pretty hard for me to get behind this. It's a cool buildaround, but those just haven't worked out of late.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Shoot the Sheriff
4 This can kill almost everything in the format efficiently. There will be times where an Outlaw is your biggest problem, but most of the time, this'll do the job.
Prosperity Tycoon
3.5 This gives you two bodies for a reasonable cost, and it's abilty to become indestructible is a real problem for your opponent. Blocking this is kind of a nightmare.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Unscrupulous Contractor
2.5 This is a good way to get value out of a Mercenary token, and in a pinch, the Agent can sacrifice themselves.
Clear Shot
3.5 This is great removal that can sometimes create a 2-for-1.
Pack 2 Pick 3: Reckless Lackey
Make Your Own Luck
2.5 This doesn't effect the board initially, but in theory Make Your Own Luck should give you a huge turn on your next turn. At the same time, spending your turn 5 doing this might mean you're dead before you ever get there, and if you don't reveal at least two spells in your top three, this doesn't feel like it will do enough to make up for it's problems. Most of the time you will draw two real cards with it and get one for free, but you're sort of spinning the roulette wheel every time you cast it, and I don't love that.
Mobile Homestead
2 The rate isn't very good, but I think the upside of ramping your mana sometimes makes it playable.
Reckless Lackey
3 This is a pretty pushed stat-line, making it a great play on turn one and a great place to put Equipment, counters, and tricks. And if it ever becomes useless you can just cash it in.
Trained Arynx
2.5 This has passable stats, and because it can gain first strike, it has the potential to be relevant all game long.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Loan Shark
3 When you draw a card with this it will feel like a 4.0, when you don't, it will feel like a 1.0. I think it will be easy enough to draw with to get up to a 3.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 2 Pick 4: Vengeful Townsfolk
Brimstone Roundup
1.5 This doesn't add to the board on its own, so it's pretty hard for me to get behind this. It's a cool buildaround, but those just haven't worked out of late.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
Pillage the Bog
2.5 This is a pretty bad card selection spell early, and in the mid-to-late game it become a nice one.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Trained Arynx
2.5 This has passable stats, and because it can gain first strike, it has the potential to be relevant all game long.
Loan Shark
3 When you draw a card with this it will feel like a 4.0, when you don't, it will feel like a 1.0. I think it will be easy enough to draw with to get up to a 3.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Pack 2 Pick 5: Electrodominance
Trash the Town
3 This is kind of a medium trick if you only use the first mode, but gaining access to the other two in the mid-game is pretty amazing, and it's the kind of card that can really swing a game in your favor between running over an opposing creature and drawing cards.
Caught in the Crossfire
2 Sweepers are tough to get to work in Limited, but this one is trying it's hardest. The two modes should mean that you can choose one that hurts your opponent more than it hurts you a decent chunk of the time.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Electrodominance
2.5 The burn effect isn't very efficient, and you'd be surprised how infrequently you can actually cast a spell off of this.
Pack 2 Pick 6: Cactarantula
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Baron Bertram Graywater
3.5 Black/White makes plenty of tokens, so adding more to the board is great, especially when you can sacrifice them for value.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Loan Shark
3 When you draw a card with this it will feel like a 4.0, when you don't, it will feel like a 1.0. I think it will be easy enough to draw with to get up to a 3.
Shifting Grift
0 Even with three options an the ability to choose all of them, it's too hard to line this up so it does something worth a card.
Rakish Crew
2 This drain life trigger can feel pretty good, but setting combat up just right to take advantage of them is surprisingly difficult.
Badlands Revival
3 This gives you a 2-for-1, and it even adds to the board. It does need a well-stocked graveyard for you to really get good value, though.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Abrupt Decay
3.5 This can hit all sorts of cheap permanents, and uncounterability actually comes up with all the Ward we see these days.
Pack 2 Pick 8: Requisition Raid
Obeka, Splitter of Seconds
0 This is a hard-to-cast 4-mana 2/5 with Menace and the ability is virtually useless in Limited. This means she isn't worth splashing.
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Nurturing Pixie
3 This is a fine play on turn one, and later in the game it can give itself a more relevant body, and maybe even rebuy an ETB.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Pack 2 Pick 9: Snakeskin Veil
Boom Box
1 Don't let this tempt you too much. It's too expensive and too slow, and the destroy creature part is generally all that will actually matter.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Pack 2 Pick 10: Outlaws' Fury
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Pack 2 Pick 11: Vengeful Townsfolk
Make Your Own Luck
2.5 This doesn't effect the board initially, but in theory Make Your Own Luck should give you a huge turn on your next turn. At the same time, spending your turn 5 doing this might mean you're dead before you ever get there, and if you don't reveal at least two spells in your top three, this doesn't feel like it will do enough to make up for it's problems. Most of the time you will draw two real cards with it and get one for free, but you're sort of spinning the roulette wheel every time you cast it, and I don't love that.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Pack 2 Pick 12: Rustler Rampage
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Pack 3 Pick 1: Generous Plunderer
Vraska, the Silencer
3.5 While the treasure you get won't be a creature anymore, you do get the abilities of that card.
Unfortunate Accident
4 Destroying your opponent's best creature and adding to the board is very powerful, and the fail case here is Murder.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Plan the Heist
2.5 Not affecting the board can be a liability, but a 4-mana draw 3 is pretty efficient -- and this has some additional upside.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Desperate Bloodseeker
2.5 A two mana 2/2 Lifelink is a card you pretty much always play, so it's nice that this can commit a crime or load your graveyard too.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Generous Plunderer
3 Giving your opponent treaure isn't awesome, but you get access to it first, punish them for having theirs, and get an efficient creature.
Shackle Slinger
3 It's nice that this commits crimes for no additional mana, and stunning and tapping things has some pretty real value, especially if you're curving out, which the Slinger really likes.
Skewer the Critics
3.5 This is fine if you pay three for it, and paying one is awesome and very attainable.
Pack 3 Pick 2: Roxanne, Starfall Savant
Roxanne, Starfall Savant
4.5 A 5-mana 4/3 that gives you a mana and Shock when it enters and attacks is some awesome value. The mana multiplier effect won't matter much by the time you play here, but that's okay.
Kraum, Violent Cacophony
3.5 Playing this and casting something with Plot in the same turn will be a big turn, and that's not even close to far-fetched.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Rakish Crew
2 This drain life trigger can feel pretty good, but setting combat up just right to take advantage of them is surprisingly difficult.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Spinewoods Paladin
3 The rate on this is pretty crazy for a Common! It's a very real body that gains you life, and that can go a long way towards helping you stabilize.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Commandeer
0 This is too situational and expensive. Casting it for free isn't super easy or worth it in Limited, either.
Pack 3 Pick 3: The Gitrog, Ravenous Ride
The Gitrog, Ravenous Ride
5 The stats are amazing, and will allow The Gitrog to get in there with a good hit the turn it comes down, and your opponent likely has to give up significant resources to take him down on your next swing. So, the fact that The Gitrog can make sure you come out way ahead by sacrificing the creature that saddled it is pretty nuts.
Honest Rutstein
4 I'd play a card that just had one of these abilities, having both makes this is an incredibly powerful signpost uncommon.
Stubborn Burrowfiend
2.5 This'll definitely get big sometimes, but I don't love how conditional the buff is. It's going to be at it's best in a B/G deck, but I'm also not sure how much they want to be saddling.
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Trained Arynx
2.5 This has passable stats, and because it can gain first strike, it has the potential to be relevant all game long.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Desert's Due
3 Two mana for -2/-2 is passable enough, and this will give -3/-3 in the mid to late game pretty consistently.
Spirebluff Canal
3 It's nice to have awesome fixing that enters the battlefield untapped.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 4: Scorching Shot
Satoru, the Infiltrator
3.5 This has good stats, and it draws you a card every time you cast a plotted card, which is great.
Hellspur Brute
2.5 There are lots and lots ouf outlaws in this set, and if you can cast this for 4 you're going to feel fine about it. If you cast it for less, you'll feel great.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Scorching Shot
3.5 This is efficient, but a little hard to cast, and being Sorcery speed will make it harder to generate 2-for-1s.
Omenport Vigilante
2.5 Your opponent has to respect this thing, as it might gain double strike at instant speed. That's good upside to have on a bear.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Take the Fall
2.5 This looks like it's well-positioned in this format. It's good if you're trying to play two spells a turn in UR, it's good if you're trying to commit crimes in UB, it's good if you're trying to only do stuff on your opponent's turn if you're in Blue-White. It's definitely a small effect, but it replacing itself and having a real effect seems doable.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Mourner's Surprise
2.5 This will feel close enough to a two-mana 2-for-1 that I'm definitely playing the first copy in most Black decks.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Pack 3 Pick 5: Trick Shot
Visage Bandit
2.5 Clones that only let you do stuff with your side of the battlefield usually aren't great, but having Plot makes it more intriguing.
Take for a Ride
2//3.5 Being able to cast this at instant speed will feel insane sometimes, because if the stats line up right, you can make two of your opponents creatures destroy one another. That gives this a higher floor than most versions of this kind of effect, while it still has big sacrifice upside.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Take the Fall
2.5 This looks like it's well-positioned in this format. It's good if you're trying to play two spells a turn in UR, it's good if you're trying to commit crimes in UB, it's good if you're trying to only do stuff on your opponent's turn if you're in Blue-White. It's definitely a small effect, but it replacing itself and having a real effect seems doable.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 3 Pick 6: Resilient Roadrunner
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Dance of the Tumbleweeds
2.5 Ramp spells that don't impact the board can hurt, but this provides really nice fixing early and can be a legit win conditoin late.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Tyrant's Scorn
3 Neither mode is incredible for the cost, but if you can't kill a small creature with it, at least you can bounce it.
Pack 3 Pick 7: Giant Beaver
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Thunder Lasso
2 The turn you play this will feel pretty great, as it can really upgrade your attacks. The problem is how clunky it is when you have to Equip it thereafter.
Pack 3 Pick 8: Rise of the Varmints
Shackle Slinger
3 It's nice that this commits crimes for no additional mana, and stunning and tapping things has some pretty real value, especially if you're curving out, which the Slinger really likes.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Pack 3 Pick 9: Mirage Mesa
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Stubborn Burrowfiend
2.5 This'll definitely get big sometimes, but I don't love how conditional the buff is. It's going to be at it's best in a B/G deck, but I'm also not sure how much they want to be saddling.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 12: Ruthless Lawbringer
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Mourner's Surprise
2.5 This will feel close enough to a two-mana 2-for-1 that I'm definitely playing the first copy in most Black decks.