Hellspur Posse Boss
4.5 4-mana for a 2/4 and two 1/1s is already a 4.0, and the added upside of Haste to your outlaws is enough to push this well into bomb range.
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
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.
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.
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.
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: Buried in the Garden
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.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Bounding Felidar
2.5 This is a huge payoff for Saddling, as the counters and life are sure to alter a race in your favor.
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.
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.
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.
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.
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.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Buried in the Garden
4 Ramping and fixing your mana while removing a nonland permanent is incredible.
Pack 1 Pick 3: Prosperity Tycoon
Demonic Ruckus
2.5 This Aura seems pretty pushed. It offers a stats-boost that makes just about any creature into a legit threat, it replaces itself, and it's really efficient.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
Repulse
3 Drawing and bouncing for three mana at instant speed is a very good rate. You end up with tempo and you break even on cards, but it has blowout potential too.
Pack 1 Pick 4: Irascible Wolverine
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.
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Voidslime
1.5 This is basically just cancel in limited. Countering activated or triggered abilities is rarely worth a card.
Pack 1 Pick 5: Ankle Biter
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.
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 1 Pick 6: Outlaw Medic
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
Demonic Ruckus
2.5 This Aura seems pretty pushed. It offers a stats-boost that makes just about any creature into a legit threat, it replaces itself, and it's really efficient.
Pack 1 Pick 7: Sterling Supplier
Another Round
0 This will be a dead or underwhelming card a huge chunk of the time. Those times where you rebuy multiple ETBs multiple times will feel good, but those are going to be a very low percentage of the time.
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.
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.
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.
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.
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.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Pack 1 Pick 8: Ankle Biter
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
Pack 1 Pick 9: Ankle Biter
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
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.
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.
Pack 1 Pick 10: Conduit Pylons
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
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.
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.
Jace Reawakened
3 He's a nice value planeswalker, but he isn't going to take over games. He can't protect himself or pressure the opponent, and his second +1 is pretty close to irrelevant in Limited.
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.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
This Town Ain't Big Enough
2 The best way to use this is to bounce your thing and an opponent's thing, and if you do that in response to removal or something that seems nice. However, it won't always line up that way, and the other options with the card aren't very attractive.
Hollow Marauder
3 This ETB is powerful no matter what happens, so the only hurdle here is the casting cost. I think reducing the cost by 2-3 mana is pretty doable, though.
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.
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.
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.
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.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Rambling Possum
3 The saddle is really easy here, but don't put too much value into the bounce part of the card.
Primal Might
4 This is a great fight spell that scales all game long, and often allows for a way better attack after clearing out a blocker.
Pack 2 Pick 2: Mystical Tether
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!
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.
Map the Frontier
1 It's been awhile since a 4-mana spell that ramps your mana and doesn't help your board state has been something you play with regularity.
Slickshot Show-Off
3.5 A two mana 1/2 with Flying and Haste is already something you'll play, and this will smash in for more damage pretty often. The Plot upside here isn't something you'll use much in Limited, you just want this down ASAP most of the time.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible 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.
Mystical Tether
3.5 This is really good even without the Flash upside. With it, it has blow-out potential and some synergy in the UW color pair.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 2 Pick 3: Journey to Nowhere
Claim Jumper
3.5 This has good base stats, and it's great that it can catch you up on mana.
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.
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.
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.
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.
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.
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.
Throw from the Saddle
3.5 This is a great "bite" effect that allows smaller creatures to punch up, and you're going to have enough mounts in Green for that bonus to come up.
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.
Creosote Heath
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.
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 4: Cunning Coyote
Concealed Courtyard
3 It's nice to have awesome fixing that enters the battlefield untapped.
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.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Magebane Lizard
1.5 This is a weirdly defensive stat-line on a creature with an aggressive ability. It's also pretty awkward that Red is one of the colors that wants to cast multiple spells in a turn, and the effect is symmetrical.
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.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
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.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 2 Pick 6: Outcaster Greenblade
Map the Frontier
1 It's been awhile since a 4-mana spell that ramps your mana and doesn't help your board state has been something you play with regularity.
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.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
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.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 7: Clear Shot
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.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Clear Shot
3.5 This is great removal that can sometimes create a 2-for-1.
Pack 2 Pick 8: Rambling Possum
Rambling Possum
3 The saddle is really easy here, but don't put too much value into the bounce part of the card.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Rambling Possum
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.
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.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 2 Pick 11: Throw from the Saddle
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.
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.
Throw from the Saddle
3.5 This is a great "bite" effect that allows smaller creatures to punch up, and you're going to have enough mounts in Green for that bonus to come up.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Pack 2 Pick 12: Snakeskin Veil
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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 2 Pick 14: Dance of the Tumbleweeds
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.
Pack 3 Pick 1: Terror of the Peaks
Terror of the Peaks
5 This has amazing stats, does 3 damage to your opponent no matter what, and if you untap and play a creature the game's pretty much over.
Bounding Felidar
2.5 This is a huge payoff for Saddling, as the counters and life are sure to alter a race in your favor.
Frontier Seeker
3 This is going to be a 2-for-1 most of the time, and is especially good in the GW color pair.
Gila Courser
3.5 This saddle trigger is super strong, and saddling this is easy. If you get to attack, you're all but guaranteed a 2-for-1.
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.
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.
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.
Mystical Tether
3.5 This is really good even without the Flash upside. With it, it has blow-out potential and some synergy in the UW color pair.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
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.
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.
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 2: Throw from the Saddle
Fblthp, Lost on the Range
4.5 Fblthp is a card advantage engine, and his Ward at least makes it so your opponent can never deal with him efficiently.
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.
Ertha Jo, Frontier Mentor
3.5 I'd be happy just getting a 2/4 and a 1/1 for this cost, but doubling abilities -- including the mercenary token tap abilty, can really alter combat.
Rooftop Assassin
2 Killing things that have already been damaged is surprisingly hard to take advantage of. They pushed this pretty hard with all these keywords, so I think it'll be better than most similar creatures we have seen. But it's still nothing special.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
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.
Throw from the Saddle
3.5 This is a great "bite" effect that allows smaller creatures to punch up, and you're going to have enough mounts in Green for that bonus to come up.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Throw from the Saddle
3.5 This is a great "bite" effect that allows smaller creatures to punch up, and you're going to have enough mounts in Green for that bonus to come up.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
Rush of Dread
1.5 These effects sound powerful, but they are surprisingly weak. Your opponent keeps their best cards and their best creatures, and those are the things you're often most worried about.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 3 Pick 4: Outlaws' Fury
Nimble Brigand
3 The stats are bad, but if you get in with this once you'll feel pretty good ,and getting it with it is pretty easy. Get in with it more than once, and the game might just be over.
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.
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.
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.
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.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
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.
Repulse
3 Drawing and bouncing for three mana at instant speed is a very good rate. You end up with tempo and you break even on cards, but it has blowout potential too.
Pack 3 Pick 5: Giant Beaver
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.
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.
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.
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.
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.
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.
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.
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.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
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?
Ferocification
1 These Enchantments that just buff your creature during your turn pretty much never work out. They do nothing on their own, and the buff it offers just isn't enough. I kind of wish they had made this so it could target any creature, because then you could commit crimes with it at least.
Raucous Entertainer
3 Plot means getting multiple bodies into play in a turn is easier than normal in this format, and even when you aren't doing that this is a nice way to spend excess mana.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Pack 3 Pick 7: Savage Smash
Magebane Lizard
1.5 This is a weirdly defensive stat-line on a creature with an aggressive ability. It's also pretty awkward that Red is one of the colors that wants to cast multiple spells in a turn, and the effect is symmetrical.
This Town Ain't Big Enough
2 The best way to use this is to bounce your thing and an opponent's thing, and if you do that in response to removal or something that seems nice. However, it won't always line up that way, and the other options with the card aren't very attractive.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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 Up the Shield
3 This was a very strong trick last time, and it will be this time too. It helps a creature win combat, can blank more removal, and leaves behind a permanent buff.
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.
Savage Smash
3.5 This usually punches through a blocker and lets your creature(s) attack far more effectively.
Pack 3 Pick 8: Sterling Supplier
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.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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 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.
Gila Courser
3.5 This saddle trigger is super strong, and saddling this is easy. If you get to attack, you're all but guaranteed a 2-for-1.
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.
Mystical Tether
3.5 This is really good even without the Flash upside. With it, it has blow-out potential and some synergy in the UW color pair.
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.
Pack 3 Pick 10: Outlaws' Fury
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.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Pack 3 Pick 11: Bristlepack Sentry
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
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.
Pack 3 Pick 13: Patient Naturalist
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.
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.
Pack 3 Pick 14: Slickshot Vault-Buster
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.