Fortune, Loyal Steed
4 Getting to Scry 2 to repeatedly is surprisingly strong, and blinking your other creature might have value too.
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.
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.
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.
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.
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.
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.
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.
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.
Lost Jitte
4.5 While not quite as good as the original, this is great. Getting counters on it is incredibly easy, and you can ash them in for real value.
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.
Wylie Duke, Atiin Hero
3.5 If this saddles or crews, you get some nice value, and the card's baseline is plenty good.
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.
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.
Mobile Homestead
2 The rate isn't very good, but I think the upside of ramping your mana sometimes makes it playable.
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.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 1 Pick 3: Take Up the Shield
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.
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.
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.
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.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
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.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
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.
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 4: Trained Arynx
Annie Joins Up
2 This is moslty just a hard-to-cast removal spell that isn't even all that efficient. You'll sometimes get value out of the legendary creature part, but not often enough to give it much weight.
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.
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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 5: Vengeful Townsfolk
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.
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
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.
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.
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.
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 Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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: Stagecoach Security
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.
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.
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
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.
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.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
At Knifepoint
2 I don't like that this doesn't do anything on it's own in many cases, nor do I like that it's effect largely only matters on your turn. It can definitely churn out some tokens, but I'm skeptical paying three mana for a do-nothing enchantment to set that up is worth it.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
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.
Pack 1 Pick 8: Reach for the Sky
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Decimate
0.5 You have to start this in your sideboard, because you just won't have targets for all four modes often enough.
Pack 1 Pick 9: Skulduggery
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.
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.
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.
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.
Mobile Homestead
2 The rate isn't very good, but I think the upside of ramping your mana sometimes makes it playable.
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.
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.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 1 Pick 11: Wrangler of the Damned
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.
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.
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.
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.
Pack 1 Pick 12: Reach for the Sky
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.
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: Failed Fording
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.
Kaervek, the Punisher
3.5 His crim trigger is strong, but needing the card to be black is a bit of a letdown. Still, even if you only cast one thing using Kaervek, you'll feel like you're doing a good job.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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 2: Take Up the Shield
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
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.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
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.
Clear Shot
3.5 This is great removal that can sometimes create a 2-for-1.
Pack 2 Pick 3: Wylie Duke, Atiin Hero
Wylie Duke, Atiin Hero
3.5 If this saddles or crews, you get some nice value, and the card's baseline is plenty good.
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.
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.
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.
Form a Posse
3 This isn't very good early, but in the late game it can stabilize you out of nowhere or make so many tokens that you can overwhelm your opponent.
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.
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.
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.
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.
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.
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 4: Drover Grizzly
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
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.
Ancient Cornucopia
1.5 Three-mana mana rocks aren't usually worth it in Limited, and gaining a bit of life isn't enough to make me want to play this.
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.
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 2 Pick 5: Tumbleweed Rising
High Noon
0.0 // 2.5 You have to have access to the activated ability, or this symmetrical effect just isn't worth it.
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.
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.
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.
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.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Arid Archway
2.5 If you haven't had the pleasure of playing with bounce lands before -- trust me, this is better than it looks. It essentially provides card advantage as you end up with two lands that produce three mana.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
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.
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.
Pack 2 Pick 7: Bounding Felidar
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.
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.
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.
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.
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.
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.
Commandeer
0 This is too situational and expensive. Casting it for free isn't super easy or worth it in Limited, either.
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the 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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
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.
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.
Pack 2 Pick 10: Armored Armadillo
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Pack 2 Pick 11: Full Steam Ahead
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.
Form a Posse
3 This isn't very good early, but in the late game it can stabilize you out of nowhere or make so many tokens that you can overwhelm your opponent.
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.
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.
Pack 2 Pick 12: Fake Your Own Death
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.
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.
Pack 2 Pick 13: Jailbreak Scheme
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.
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.
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.
Rambling Possum
3 The saddle is really easy here, but don't put too much value into the bounce part of the card.
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!
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.
Annie Joins Up
2 This is moslty just a hard-to-cast removal spell that isn't even all that efficient. You'll sometimes get value out of the legendary creature part, but not often enough to give it much weight.
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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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 3 Pick 2: Congregation Gryff
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Congregation Gryff
3.5 This can become a 2/5 with lifelink even if it's your only mount, and it's not going to be your only mount.
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
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: Snakeskin Veil
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.
Outlaw Stitcher
4 The baseline is great, and you'll often be able to get the extra large zombie out of the deal.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often 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.
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.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 3 Pick 4: Outlaw Medic
Insatiable Avarice
2 You pretty much need triple Black for this to be worth it, as the tutor effect on its own is pretty bad -- and triple black is asking a lot in Limited.
Slickshot Lockpicker
4 When you can cast a spell with this it will feel incredible, and thanks to Plot you can set it aside until you do have one. The fail-case isn't amazing, but not a complete disaster, either.
Intimidation Campaign
2.5 I really want this to be good, and it has the potential. But if this is like other formats of late, paying three mana over and over again for this effect might be too slow.
Lavaspur Boots
1 This buff looks tempting, but if it's anything like other cheap haste-granting Equipment, it isn't going to be worth a card.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 3 Pick 5: Armored Armadillo
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.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Pack 3 Pick 6: Sterling Supplier
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 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.
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.
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.
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.
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.
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.
Hypothesizzle
3 You can just draw two with this if you want, but turning one of those cards into a deal 4 is pretty good.
Pack 3 Pick 7: One Last Job
One Last Job
2 This has a high ceiling, but just one mode on it isn't particularly good, and accessing it's full potential isn't easy.
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.
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.
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.
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.
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.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
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.
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.
Pack 3 Pick 9: Annie Joins Up
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.
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.
Annie Joins Up
2 This is moslty just a hard-to-cast removal spell that isn't even all that efficient. You'll sometimes get value out of the legendary creature part, but not often enough to give it much weight.
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.
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.
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
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.
Slickshot Lockpicker
4 When you can cast a spell with this it will feel incredible, and thanks to Plot you can set it aside until you do have one. The fail-case isn't amazing, but not a complete disaster, either.
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.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 3 Pick 13: Harrier Strix
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.
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.