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.
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.
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.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
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.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 1 Pick 2: Intrepid Stablemaster
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
Eriette's Lullaby
2.5 This is efficient, but having to take a hit before you can use it isn't ideal. The life gain makes up for that a little.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
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.
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
Intrepid Stablemaster
3.5 This is a great two drop that can attack and block pretty well, and it's ability to ramp your mana is great, even if you 0 Mounts or Vehicles.
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.
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.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
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.
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.
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
Prairie Dog
3.5 A two mana 2/2 with lifelink is a creature you always play, and this can grow fairly easily. In the late game, you can use it's ability as a nice mana sink.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 1 Pick 4: Savage Smash
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.
Slick Sequence
3.5 Two mana to deal two to anything is probably a 2.0, but you're going to draw with this a huge chunk of the time.
Patient Naturalist
2.5 This won't be quite as good as Eccentric Farmer was, as this format isn't all about the graveyard. But the B/G deck is, and this will do good work there.
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.
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.
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.
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.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
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.
Savage Smash
3.5 This usually punches through a blocker and lets your creature(s) attack far more effectively.
Pack 1 Pick 5: Explosive Derailment
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.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 1 Pick 6: Irascible Wolverine
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
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.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 1 Pick 7: Resilient Roadrunner
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Resilient Roadrunner
3.5 This is great on turn two, and it's often going to be unblockable in the late game.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 1 Pick 8: Ankle Biter
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.
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
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.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 1 Pick 10: Quick Draw
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
Pack 1 Pick 11: Ride Down
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.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 1 Pick 12: Nezumi Linkbreaker
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
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 1 Pick 13: Corrupted Conviction
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Pack 2 Pick 1: Giant Beaver
Akul the Unrepentant
3 The stat-line's great, but it's hard to cast and the activating ability is meaningless about 99% of the time in Limited.
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.
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.
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
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.
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.
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.
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.
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.
Bedevil
3.5 Can be a little hard to cast, but it's flexible and efficient enough to be worth taking highly.
Pack 2 Pick 2: Beastbond Outcaster
Intrepid Stablemaster
3.5 This is a great two drop that can attack and block pretty well, and it's ability to ramp your mana is great, even if you 0 Mounts or Vehicles.
Beastbond Outcaster
3.5 You'll draw with this often enough for it to be a very good card. And even if you don't draw, it's not a bad rate.
Unfortunate Accident
4 Destroying your opponent's best creature and adding to the board is very powerful, and the fail case here is Murder.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
Skewer the Critics
3.5 This is fine if you pay three for it, and paying one is awesome and very attainable.
Pack 2 Pick 3: Tumbleweed Rising
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.
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
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.
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.
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.
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.
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.
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.
Geyser Drake
3 This looks like a very nice Common. It has decent enough stats, and it's ability at a minimum makes your Instants easier to cast, but the set also has a ton of Flash that Geyser Drake can help you with.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Murder
2.5 This isn't the premium removal it once was, but it's still pretty solid.
Pack 2 Pick 4: Prickly Pair
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.
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.
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.
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.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
Dust Bowl
0 This hurts your mana base for an effect that is almost entirely irrelevant.
Pack 2 Pick 5: Reach for the Sky
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.
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.
Servant of the Stinger
2.5 This is a nice stat-line. And, while the other ability can be kind of hard to access -- it's nice upside to have.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Sterling 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.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 2 Pick 7: Outlaws' Fury
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.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
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 2 Pick 8: Bristlepack Sentry
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.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 9: Trick Shot
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.
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.
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.
Loan Shark
3 When you draw a card with this it will feel like a 4.0, when you don't, it will feel like a 1.0. I think it will be easy enough to draw with to get up to a 3.
Pack 2 Pick 10: Conduit Pylons
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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 2 Pick 11: Discerning Peddler
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.
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.
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.
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 2 Pick 12: Return the Favor
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.
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.
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 2 Pick 13: 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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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.
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.
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.
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.
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.
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.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
Greed's Gambit
0 This gives you a ton up front, but quickly takes it away and then some.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
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.
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 2: Aloe Alchemist
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
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.
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.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
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.
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.
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.
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 3 Pick 3: Savage Smash
Unfortunate Accident
4 Destroying your opponent's best creature and adding to the board is very powerful, and the fail case here is Murder.
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.
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.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
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.
Savage Smash
3.5 This usually punches through a blocker and lets your creature(s) attack far more effectively.
Pack 3 Pick 4: Mirage Mesa
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.
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.
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.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
Geyser Drake
3 This looks like a very nice Common. It has decent enough stats, and it's ability at a minimum makes your Instants easier to cast, but the set also has a ton of Flash that Geyser Drake can help you with.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Pack 3 Pick 5: Bristlepack Sentry
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
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.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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 6: Raucous Entertainer
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.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Visage Bandit
2.5 Clones that only let you do stuff with your side of the battlefield usually aren't great, but having Plot makes it more intriguing.
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 3 Pick 7: Gold Rush
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
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.
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.
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 8: Drover Grizzly
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
Pack 3 Pick 9: Gold Rush
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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.
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.
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.
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 10: Fling
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
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.
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 3 Pick 11: Ankle Biter
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.
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.
Pack 3 Pick 12: Brimstone Roundup
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.