Marchesa, Dealer of Death
4 This is a very real crime payoff, although I wouldn't count on always having the spare mana to take advantage of it.
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
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.
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.
Voracious Varmint
2 This has solid stats and an ability with some utility. This isn't a format loaded up with artifacts and enchantments, though.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Consuming Ashes
2.5 There was a time when this would have been great removal, but once you're paying 4+ mana on removal it needs to do something extra to be premium. Surveil is extra, but not extra enough.
Hardbristle Bandit
3 I wouldn't count on getting a benefit out of untapping this with regularity, but doing it once per game isn't a stretch, and a two mana 1/1 that taps for mana of any color is always playable anyway.
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.
Bristling Backwoods
2 This is a solid source of fixing, though you're probably hoping to get one of the other deserts that fixes your mana.
Vraska, the Silencer
3.5 While the treasure you get won't be a creature anymore, you do get the abilities of that card.
Siphon Insight
2 This isn't as exciting as it looks. It's basically Anticipate with the upside of doing it twice, and the downside of not looking at your own deck which is usually better.
Pack 1 Pick 2: Lassoed by the Law
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
Return the Favor
3 This is situational of course, but if you can cast it with both Spree effects, it's kind of insane. If you can copy an opposing removal spell and then change the target of another, you get a 3-for-1.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Explosive Derailment
4 This is a great removal spell. Even if it was always just the first mode, it would be a card that always makes the cut -- and one you take highly. But the added Spree upside means that you can achieve a 2-for-1 sometimes.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
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.
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.
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.
Clear Shot
3.5 This is great removal that can sometimes create a 2-for-1.
Pack 1 Pick 3: Fierce Retribution
Return the Favor
3 This is situational of course, but if you can cast it with both Spree effects, it's kind of insane. If you can copy an opposing removal spell and then change the target of another, you get a 3-for-1.
Lively Dirge
1.5 If you can get two bodies back with this it can feel reasonable, but setting your graveyard up just right isn't super easy, even with the tutor effect.
Forsaken Miner
3 This will deliver quite the beat down if you play it on turn one, and even once the game gets late, you can find things to do with this recursive body.
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.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
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.
Miriam, Herd Whisperer
3.5 I love that your Mounts don't need to be saddled to get the buff, and hexproof on mounts and vehicles is pretty nice, as getting a crewed vehicle or saddled mount killed is a huge tempo-killer.
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.
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
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.
Prickly Pair
3.5 Three mana 2/2s that make 1/1s always perform well in Limited, and these tokens both come with an "Outlaw" creature type.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
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.
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.
Pack 1 Pick 5: Giant Beaver
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.
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.
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.
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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 1 Pick 6: Inventive Wingsmith
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
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.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 1 Pick 7: Dance of the Tumbleweeds
Rictus Robber
3.5 If you can get the Zombie out of this, it'll feel great. Thanks to Plot, you have a better chance at finding a spot where that works out.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
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.
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!
Surgical Extraction
0 Commiting a crime for free is a thing, but going down a card to do it generally isn't worth it, especially with a card that has an almost entirely meaningless effect.
Pack 1 Pick 8: Wanted Griffin
Marauding Sphinx
3.5 This is a very real body that is good whether you're ahead or behind, and the Surveil trigger is plenty accessible.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
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.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Territory Forge
0 There aren't enough meaningful targets for this in the format. It's just a 5-mana stone rain most of the time, and that's awful.
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.
Pack 1 Pick 9: Sterling Supplier
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
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.
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.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
Pack 1 Pick 10: Sterling Keykeeper
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.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
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.
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.
Lively Dirge
1.5 If you can get two bodies back with this it can feel reasonable, but setting your graveyard up just right isn't super easy, even with the tutor effect.
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Pack 1 Pick 12: Jailbreak Scheme
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.
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.
Pack 1 Pick 13: Iron-Fist Pulverizer
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.
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.
Pack 2 Pick 1: Annie Flash, the Veteran
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.
Cunning Coyote
4 This is a great two drop that can do a ton of damage if it comes down on turn two -- especially if you played a one drop. But it also has nice late game upside that allows it to always stay relevant.
Blood Hustler
2 This has some serious upside, but I hate the baseline. It's a virtually irrelevant body when it comes down and very easy for your opponent to deal with, even just using incidental damage.
Breeches, the Blastmaker
3.5 You get something good any time you trigger the second spell effect, but you won't always also have an artifact when you cast your second spell, so don't count on pulling this off a ton. Still, the effect is pretty gamebreaking even if you only get it once.
Annie Flash, the Veteran
5 You can flash here in to ambush block, reanimate a small thing, untap and draw two cards. That's right, she is a very attainable 4-for-1, and things can get even more out of control from there
Patient Naturalist
2.5 This won't be quite as good as Eccentric Farmer was, as this format isn't all about the graveyard. But the B/G deck is, and this will do good work there.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Terminal Agony
2.5 The base mode of this card is pretty mediocre, but if you have a few ways to discard it -- and this format has them -- it gets a lot better.
Pack 2 Pick 2: Freestrider Lookout
Freestrider Lookout
3.5 This has nice base stats, and it's crime trigger can fix and ramp your mana very nicely.
Marauding Sphinx
3.5 This is a very real body that is good whether you're ahead or behind, and the Surveil trigger is plenty accessible.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 3: Seraphic Steed
Seraphic Steed
4 A two mana 2/2 with lifeilnk and first strike is a real body all game long, and there are going to be plenty of boards this can attack reasonably well on even late. And that's great, since it is also likely to spit out an Angel when you do that.
Sandstorm Verge
1.0 This isn't worth the hit to your mana base. The effect just doesn't do enough, even in a format with crimes.
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.
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.
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.
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.
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.
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.
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.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
Journey to Nowhere
4 Exiling a creature for two mana is pretty insane, even if your opponent can potentially get it back later.
Pack 2 Pick 4: Buried in the Garden
Great Train Heist
3 The second mode is quite the board pump all on its own, and if you have the extra mana to get an extra combat phase, this can be a real beating.
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
Miriam, Herd Whisperer
3.5 I love that your Mounts don't need to be saddled to get the buff, and hexproof on mounts and vehicles is pretty nice, as getting a crewed vehicle or saddled mount killed is a huge tempo-killer.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Buried in the Garden
4 Ramping and fixing your mana while removing a nonland permanent is incredible.
Pack 2 Pick 5: Skewer the Critics
Step Between Worlds
0 Wheel effects don't work too well in Limited, since they are symmetrical. If you Plot this first, it means you can use your new cards right away. However, it also means that you spent six mana to do nothing on your previous turn.
Marauding Sphinx
3.5 This is a very real body that is good whether you're ahead or behind, and the Surveil trigger is plenty accessible.
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.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
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.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Skewer the Critics
3.5 This is fine if you pay three for it, and paying one is awesome and very attainable.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 6: Aloe Alchemist
Sandstorm Verge
1.0 This isn't worth the hit to your mana base. The effect just doesn't do enough, even in a format with crimes.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Hardbristle Bandit
3 I wouldn't count on getting a benefit out of untapping this with regularity, but doing it once per game isn't a stretch, and a two mana 1/1 that taps for mana of any color is always playable anyway.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Canyon Crab
3 Not a terrible roadblock, and you can loot with it pretty well in this format. It can even go on offense late in the game.
Skewer the Critics
3.5 This is fine if you pay three for it, and paying one is awesome and very attainable.
Pack 2 Pick 7: Irascible Wolverine
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.
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
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.
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.
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.
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.
Assimilation Aegis
4 This is an Oblivion Ring that comes with the upside of making a creature into a copy of the exiled one. That last part isn't always going to be useful, but because this card's already so efficient, it doesn't reall matter. It's upside on a card that's already very 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.
Voracious Varmint
2 This has solid stats and an ability with some utility. This isn't a format loaded up with artifacts and enchantments, though.
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.
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.
Pack 2 Pick 9: Breeches, the Blastmaker
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.
Breeches, the Blastmaker
3.5 You get something good any time you trigger the second spell effect, but you won't always also have an artifact when you cast your second spell, so don't count on pulling this off a ton. Still, the effect is pretty gamebreaking even if you only get it once.
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.
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.
Pack 2 Pick 10: Badlands Revival
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 12: Jem Lightfoote, Sky Explorer
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Pack 2 Pick 13: Hindering Light
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Colossal Rattlewurm
4.5 If you can get this to have Flash, it's definitely a 5.0. But even without it it's an amazing rate, and the fact it can fix your mana from your graveyard is a pretty nice cherry on top.
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.
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.
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.
Skulduggery
3 Generating a two-for-one with this is surprisingly easy, and even when you can't it makes for a good combat trick that efficiently commits crime.
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.
Geyser Drake
3 This looks like a very nice Common. It has decent enough stats, and it's ability at a minimum makes your Instants easier to cast, but the set also has a ton of Flash that Geyser Drake can help you with.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 3 Pick 2: Conduit Pylons
Pitiless Carnage
0 This can have a super powerful effect in the extreme late game. But it's pretty awful the rest of the game, so you really can't play it.
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
Rictus Robber
3.5 If you can get the Zombie out of this, it'll feel great. Thanks to Plot, you have a better chance at finding a spot where that works out.
Emergent Haunting
3 I don't love that this does nothing on it's own, but turning into a 3/3 Flyer looks very doable. Heck, just playing in on two and passing on turn three with all your mana up sounds like a good call in many situations anyway.
Lazav, Familiar Stranger
3.5 Growing Lazav won't be hard, and sometimes making him into a copy of a graveyard creature will be real upside.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
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.
Skulduggery
3 Generating a two-for-one with this is surprisingly easy, and even when you can't it makes for a good combat trick that efficiently commits crime.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 3 Pick 3: Assimilation Aegis
Assimilation Aegis
4 This is an Oblivion Ring that comes with the upside of making a creature into a copy of the exiled one. That last part isn't always going to be useful, but because this card's already so efficient, it doesn't reall matter. It's upside on a card that's already very good.
Outcaster Greenblade
3.5 This will provide amazing fixing since it can grab this format's dual lands, so it will often amount to a three mana 2/3 that draws you a very real card. That's amazing, and it has more upside than that.
Getaway Glamer
3 This is nice removal, with some added utility, and if your creature has the highest power, you can blink it to make sure you can still kill your opponent's creature.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 3 Pick 4: Malcolm, the Eyes
Malcolm, the Eyes
4 This has great stats, and draws you cards. Hard to find a problem here.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 5: Taii Wakeen, Perfect Shot
Taii Wakeen, Perfect Shot
3 Making your damage-based removal better is great, and sometimes you can even turn a weaker burn spell into a Fireball into your opponents dome.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
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.
Memory Vessel
0 You get a lot of cards, but so does your opponent, and you're the one who had to take a turn off to cast it.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Getaway Glamer
3 This is nice removal, with some added utility, and if your creature has the highest power, you can blink it to make sure you can still kill your opponent's creature.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Slick Sequence
3.5 Two mana to deal two to anything is probably a 2.0, but you're going to draw with this a huge chunk of the time.
Patient Naturalist
2.5 This won't be quite as good as Eccentric Farmer was, as this format isn't all about the graveyard. But the B/G deck is, and this will do good work there.
Prickly Pair
3.5 Three mana 2/2s that make 1/1s always perform well in Limited, and these tokens both come with an "Outlaw" creature type.
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.
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.
Skulduggery
3 Generating a two-for-one with this is surprisingly easy, and even when you can't it makes for a good combat trick that efficiently commits crime.
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.
Fleeting Reflection
1.5 Hexproof can be nice in the right situation. So can turning your creature into a copy of something else. However, both effects are too narrow for this to make the cut all that often.
Metamorphic Blast
2.5 This "Frogify" type effect usually isn't very good, so it's a good thing you can also draw with it. When you get to remove a creature and draw two, it will feel pretty awesome.
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.
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.
Prickly Pair
3.5 Three mana 2/2s that make 1/1s always perform well in Limited, and these tokens both come with an "Outlaw" creature type.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Dust Bowl
0 This hurts your mana base for an effect that is almost entirely irrelevant.
Pack 3 Pick 8: Discerning Peddler
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.
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the 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.
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.
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.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 3 Pick 9: Jem Lightfoote, Sky Explorer
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.
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.
Geyser Drake
3 This looks like a very nice Common. It has decent enough stats, and it's ability at a minimum makes your Instants easier to cast, but the set also has a ton of Flash that Geyser Drake can help you with.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 3 Pick 10: Emergent Haunting
Emergent Haunting
3 I don't love that this does nothing on it's own, but turning into a 3/3 Flyer looks very doable. Heck, just playing in on two and passing on turn three with all your mana up sounds like a good call in many situations anyway.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 3 Pick 11: Getaway Glamer
Getaway Glamer
3 This is nice removal, with some added utility, and if your creature has the highest power, you can blink it to make sure you can still kill your opponent's creature.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
Pack 3 Pick 12: Ride Down
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 13: Armored Armadillo
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.