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.
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.
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.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the 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.
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.
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.
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.
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.
Clear Shot
3.5 This is great removal that can sometimes create a 2-for-1.
Pack 1 Pick 2: Sword of Wealth and Power
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.
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.
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
Sword of Wealth and Power
5 The creature this equips to is immune to most removal, gets significantly larger, and can generate some serious value when you hit your opponent. You won't always be able to do much with the treasure, but doubling a spell doesn't sound too challenging.
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.
Fell the Mighty
3 This has an incredibly high ceiling, where you kill everything but your smallest creature. But it doesn't always line up that way. There are plenty of times where your opponent has more tiny creatures than you do, for example.
Pack 1 Pick 3: Freestrider Commando
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.
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.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
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.
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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 1 Pick 4: Neutralize the Guards
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 1 Pick 6: Bristlepack Sentry
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Lonely Arroyo
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.
Murder
2.5 This isn't the premium removal it once was, but it's still pretty solid.
Pack 1 Pick 7: Blood Hustler
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
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.
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.
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.
Savage Smash
3.5 This usually punches through a blocker and lets your creature(s) attack far more effectively.
Pack 1 Pick 8: Tumbleweed Rising
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Fling
1 It's very hard to make Fling work in Limited. Maybe in a format with a bunch of mercenaries it will fair better?
Pack 1 Pick 9: Overzealous Muscle
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.
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.
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.
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.
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.
Pack 1 Pick 10: Stagecoach Security
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.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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 1 Pick 12: Essence Capture
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
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.
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.
Pack 1 Pick 14: Neutralize the Guards
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Pack 2 Pick 1: Rambling Possum
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.
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
Binding Negotiation
2 It's nice that this can go after Plotted cards. When you do that it will almost feel like Time Walk. It still has the downside of most discard spells of course -- it doesn't impact the board and has dimnishing returns the later games get, but it's efficient enough to be solid.
Rambling Possum
3 The saddle is really easy here, but don't put too much value into the bounce part of the card.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Endless Detour
3.5 This is a little tricky to cast, but is incredibly flexible when you can.
Pack 2 Pick 2: Honest Rutstein
Satoru, the Infiltrator
3.5 This has good stats, and it draws you a card every time you cast a plotted card, which is great.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 3: Aloe Alchemist
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.
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.
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.
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.
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.
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.
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.
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.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 2 Pick 4: Outcaster Greenblade
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.
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.
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.
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.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 5: Reach for the Sky
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.
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.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
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: Conduit Pylons
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.
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
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.
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.
Pack 2 Pick 7: Nurturing Pixie
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.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Binding Negotiation
Binding Negotiation
2 It's nice that this can go after Plotted cards. When you do that it will almost feel like Time Walk. It still has the downside of most discard spells of course -- it doesn't impact the board and has dimnishing returns the later games get, but it's efficient enough to be solid.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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 10: Plan the Heist
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.
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.
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.
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.
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.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Pack 2 Pick 12: Thunder Lasso
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.
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.
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 13: Hindering Light
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
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.
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.
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.
Mobile Homestead
2 The rate isn't very good, but I think the upside of ramping your mana sometimes makes it playable.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Tarnation Vista
3 This provides excellent fixing and on occasion the filter effect might net you extra mana.
Leyline Binding
3 This will usually cost 4, which is a pretty solid rate. It will virtually never cost less than three.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 2: Cactarantula
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.
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.
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.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
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.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW 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.
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.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
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.
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 3: Conduit Pylons
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.
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.
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.
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.
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.
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.
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.
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.
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 4: Arid Archway
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
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.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 3 Pick 5: Hardbristle Bandit
Make Your Own Luck
2.5 This doesn't effect the board initially, but in theory Make Your Own Luck should give you a huge turn on your next turn. At the same time, spending your turn 5 doing this might mean you're dead before you ever get there, and if you don't reveal at least two spells in your top three, this doesn't feel like it will do enough to make up for it's problems. Most of the time you will draw two real cards with it and get one for free, but you're sort of spinning the roulette wheel every time you cast it, and I don't love that.
Luxurious Locomotive
2 This is super easy to crew and pretty big, and sometimes the treasure will be nice, but I have a feeling this'll only really be worth in the Mount/Vehicle decks.
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.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
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.
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Pack 3 Pick 6: Spinewoods Paladin
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.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
Pack 3 Pick 7: Dance of the Tumbleweeds
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.
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.
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.
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.
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.
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 8: Patient Naturalist
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.
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.
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.
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.
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.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 3 Pick 10: Lazav, Familiar Stranger
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW 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.
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.
Pack 3 Pick 11: Reach for the Sky
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.
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.
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 12: Hindering Light
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.
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.